03-17-2016 05:18 PM
03-19-2016 09:47 AM
03-19-2016 09:53 AM
03-19-2016 10:04 AM
"motorsep" wrote:
Also, to be fair, I followed Epic's instructions and build/deployed to my S6 almost flawlessly.
03-19-2016 10:45 AM
"moulder6" wrote:
Aside from the fact that even when u manage to build, no matter what's in the scene, u can't get above 58-59 fps, as u have noted alone.
"moulder6" wrote:
The thing is, however that after trying a few of my projects with 4.11, the performance is way worse...
"moulder6" wrote:
Also, 4.10 doesn't come with the proper Oculus SDK that's needed for shipping the game.
"moulder6" wrote:
That's even still the case with 4.11
"moulder6" wrote:
Being quite technical I can manage a lot f things... I could also, in theory, swallow scripting in Unity, however building Unreal is way over my head, and in all honesty i wouldn't want to have to deal with it, even if I could sort it out.
"moulder6" wrote:
The lack of support for some rather basic stuff like fog is quite weird, too. They advice using depth fade material on mobile which uses pixel depth which has quite big hit on performance with VR.
"moulder6" wrote:
As everyone here mentioned, it would be really nice if Oculus can provide a template - one that only serves to provide that an empty scene hits the 60 frame mark without problems which I, and others haven't had any success with.
03-19-2016 10:48 AM
03-19-2016 11:13 AM
"motorsep" wrote:
fps is measured incorrectly
"motorsep" wrote:
I am not sure why you expect for 4.11pre7 work better than 4.10.4 :?
"motorsep" wrote:
True, but why do you care for it? You have a ready to be released product ?
"motorsep" wrote:
4.11pre7 has Oculus SDK 1.00 already.
"motorsep" wrote:
I think it's an overstatement.
"motorsep" wrote:
Note that whether it's Unity or UE4, you still have to install JDK, Android NDK, SDK, and all that other garbage
"motorsep" wrote:
I was planning on using this fog
"motorsep" wrote:
I don't think it's a good idea. A template scene should have some geometry where tris and draw call count is close to soft limits imposed by Oculus, and with that fps should be 60. It's a no-brainer to have 60 fps in empty scene (they can just do a small optimization to achieve that).
03-19-2016 11:19 AM
03-19-2016 02:59 PM
03-19-2016 03:42 PM
03-19-2016 09:03 PM