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vr.oculus.PixelDensity.adaptive not recognized

Hi there,

I recently updated my VR project to 4.20 and realized that the adaptive pixel density command for Oculus no longer works (vr.oculus.PixelDensity.adaptive). I've been trying to get hold of an updated list of console commands, but so far I've found nothing. Oculus suggests that I look in the file UE4-Oculus.txt that they say should be located in the engine root directory, but there is no such file there.

So can anyone tell me how to activate the adaptive pixel density feature in 4.20?

Product Version: UE 4.20
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asked Dec 04 '18 at 03:29 PM in VR

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avatar image Hejden Dec 10 '18 at 10:39 AM

To comment on my own question here, I found out that the UE4-Oculus.txt file is located on Github and not the installed engine root directory. In that file there is no mention of vr.oculus.PixelDensity.adaptive, but instead they mention r.DynamicRes.OperationMode as the new command.

This is Epic's new dynamic resolution feature, but it only supports Temporal AA with TAAU so if you're doing a VR project with forward render you'll have to give up the crispy MSAA. Also, I haven't really been able to get it working properly. It seems like any oversampling just results in the screens in the Oculus becoming magnified.

If anyone has any input on how to get this working I'd very much appreciate it.

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The answer is that there is currently no possible way of getting adaptive pixel density (or dynamic resolution either for that matter) for the Oculus.

So you'll currently have to purchase a variety of graphics cards with different performance and then test how they perform in the engine's GPU benchmark and find a resolution that gives a desired framerate on that card. After a while you will have a range of GPU benchmark values that correspond to a range of resolution settings. Please note that these resolution settings will need to be adjusted for each VR headset that you support, since different headsets will have different hardware and display resolutions.

You will also need to use the VR Expansion plugin in order to properly detect which headset is currently used (and adjust settings based on model), as that is currently not supported fully in the engine.

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answered Feb 05 '19 at 03:38 PM

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