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VR console command HMD Vsync not functioning with 4.8

Using HMD Vsync on / HMD Vsync off, appears to have no effect under 4.8 after working in 4.7.6, can you say if there is a method change or alternative that I should be using to be able to switch vsync (using oculus 0.6.0)

Product Version: UE 4.8
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asked Jun 15 '15 at 05:05 PM in VR

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avatar image eyc Jun 20 '15 at 05:02 PM

I am having the same issue using Oculus 0.6.0.

avatar image Opamp77 Jun 21 '15 at 06:01 AM

Same problem as well. It seems to be related to the 0.6.0 sdk/plugin.

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Just to let you know that it looks like Oculus are intentionally removing the ability to disable vsync.

Oculus forum thread

For better (or worse), VSync is now forced on. It was determined that using VSync off caused too many issues in terms of user comfort. So developers are highly encouraged to ensure their games can meet performance requirements without dropping frames. For debugging purposes you can either profile your app in your engine editor or use the Oculus performance HUD (which is sort of beta right now but will be much more fully featured in the future).

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answered Jul 02 '15 at 02:48 PM

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avatar image TimothyBrake Jul 11 '15 at 08:26 AM

How to specify the recommended 90fps as now UE 4.8 caps at 75fps.

avatar image ianmoran1970 Jul 13 '15 at 09:00 AM

Thanks... while we would never want to have production exe with vsync disabled, it was an accessible way to gauge gpu headroom at run time internally... having said that basic stats overlay also has issues under 4.8, but that's another topic... (https://answers.unrealengine.com/questions/242828/48-vr-incorrect-rendering-of-fps-and-console.html)

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