What's happening with VRWorks support

Thanks Novezeil,
I know I do have Single Pass Stereo on. Will turn that off and see if it helps. If not will try your other suggestions. Appreciate it.

Rejoice ! UE4 VRWorks has been updated to 4.16 ! :slight_smile:

Will report back if there’s any performance improvements once I have compiled the engine and migrated our template and projects

Build vrwork 4.14 have some errors

2>Module.D3D11RHI.cpp.obj : error LNK2019: 无法解析的外部符号 NvAPI_D3D11_CreateGeometryShaderEx_2,该符号在函数 “protected: bool __cdecl FD3D11DynamicRHI::CheckFastGeometryShaderSupport(void)” (?CheckFastGeometryShaderSupport@FD3D11DynamicRHI@@IEAA_NXZ) 中被引用
2>Module.D3D11RHI.cpp.obj : error LNK2019: 无法解析的外部符号 NvAPI_D3D11_CreateVertexShaderEx,该符号在函数 “public: virtual class TRefCountPtr<class FRHIVertexShader> __cdecl FD3D11DynamicRHI::RHICreateVertexShaderWithSinglePassStereo(class TArray<unsigned char,class FDefaultAllocator> const &)” (?RHICreateVertexShaderWithSinglePassStereo@FD3D11DynamicRHI@@UEAA?AV?$TRefCountPtr@VFRHIVertexShader@@@@AEBV?$TArray@EVFDefaultAllocator@@@@@Z) 中被引用
2>Module.D3D11RHI.cpp.obj : error LNK2019: 无法解析的外部符号 NvAPI_D3D11_CreateHullShaderEx,该符号在函数 “public: virtual class TRefCountPtr<class FRHIHullShader> __cdecl FD3D11DynamicRHI::RHICreateHullShaderWithSinglePassStereo(class TArray<unsigned char,class FDefaultAllocator> const &)” (?RHICreateHullShaderWithSinglePassStereo@FD3D11DynamicRHI@@UEAA?AV?$TRefCountPtr@VFRHIHullShader@@@@AEBV?$TArray@EVFDefaultAllocator@@@@@Z) 中被引用
2>Module.D3D11RHI.cpp.obj : error LNK2019: 无法解析的外部符号 NvAPI_D3D11_CreateDomainShaderEx,该符号在函数 “public: virtual class TRefCountPtr<class FRHIDomainShader> __cdecl FD3D11DynamicRHI::RHICreateDomainShaderWithSinglePassStereo(class TArray<unsigned char,class FDefaultAllocator> const &)” (?RHICreateDomainShaderWithSinglePassStereo@FD3D11DynamicRHI@@UEAA?AV?$TRefCountPtr@VFRHIDomainShader@@@@AEBV?$TArray@EVFDefaultAllocator@@@@@Z) 中被引用
2>Module.D3D11RHI.cpp.obj : error LNK2019: 无法解析的外部符号 NvAPI_D3D_QuerySinglePassStereoSupport,该符号在函数 “protected: bool __cdecl FD3D11DynamicRHI::CheckSinglePassStereoSupport(void)” (?CheckSinglePassStereoSupport@FD3D11DynamicRHI@@IEAA_NXZ) 中被引用
2>Module.D3D11RHI.cpp.obj : error LNK2019: 无法解析的外部符号 NvAPI_D3D_SetSinglePassStereoMode,该符号在函数 “public: virtual void __cdecl FD3D11DynamicRHI::RHISetSinglePassStereoParameters(bool,unsigned int,unsigned char)” (?RHISetSinglePassStereoParameters@FD3D11DynamicRHI@@UEAAX_NIE@Z) 中被引用
2>Module.D3D11RHI.cpp.obj : error LNK2019: 无法解析的外部符号 NvAPI_D3D_QueryModifiedWSupport,该符号在函数 “protected: bool __cdecl FD3D11DynamicRHI::CheckModifiedWSupport(void)” (?CheckModifiedWSupport@FD3D11DynamicRHI@@IEAA_NXZ) 中被引用
2>Module.D3D11RHI.cpp.obj : error LNK2019: 无法解析的外部符号 NvAPI_D3D_SetModifiedWMode,该符号在函数 “public: virtual void __cdecl FD3D11DynamicRHI::RHISetModifiedWMode(struct FLensMatchedShading::Configuration const &,bool,bool)” (?RHISetModifiedWMode@FD3D11DynamicRHI@@UEAAXAEBUConfiguration@FLensMatchedShading@@_N1@Z) 中被引用
2>E:\GitHubProject\UE4_NvPhysX\UnrealEngine\Engine\Binaries\Win64\UE4Editor-D3D11RHI.dll : fatal error LNK1120: 8 个无法解析的外部命令

Not entirely sure what those error messages have anything to do with my post.

OP here.
Well, today I spent another 4 hours trying to get it to work with the new 4.17 distribution. Conclusion, same as always, performance worsens dramatically when LMS or MRS is turned on. Even with a blank new project it worsens. This will have been the final time of me ever giving this a try, as trying to make VRworks actually work has made me waste so much time it’s starting to become a big nuisance (I think I’ve spent about 40 hours in total of trying to make it work). I’m still baffled by the constantly newly appearing branches on Github for this completely supportless and (in many many cases) dysfunctional feature.

Unless someone has a golden tip for me I’ll (albeit sadly) be delivering the final version of my product without VRworks support.