SteamVR Developer Hardware

SteamVR Developer Hardware

BRB_Jeff Jul 29, 2015 @ 10:21am
Unreal running in standalone instead of VR Preview
I want to run in standalone rather than VR Preview with Vive and can't get it to work.

Does anyone know the command line options to run Unreal on Vive in standalone mode?
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Showing 1-12 of 12 comments
hoesing Jul 29, 2015 @ 11:51am 
Have you tried hitting alt+enter in standalone mode? I think running with -fullscreen on the command line should also enter stereo mode, as well as 'stereo on' from the console.
BRB_Jeff Jul 30, 2015 @ 11:32am 
Thanks. Alt+Enter and -fullscreen in shortcut is working. I tried setting "stereo on" "fullscreen 1" etc in all the console ini files but that didn't work. I would rather it just start up in stereo mode without the shortcut trick. But will keep looking.

Also, it seems like while VR preview is running true to 90hz, standalone is capped to 45. I tried turning off bUseVSync didn't seem to make any difference. Any ideas on that?
hoesing Jul 30, 2015 @ 2:52pm 
Have you tried minimizing the editor while running standalone?
itemsix Jul 30, 2015 @ 4:02pm 
There's a few ways you can do this:

- Start with the -fullscreen commandline
- Put a ConsoleCommand in your level / game mode blueprint that calls "stereo on"
- You can edit your packaged build's UE4CommandlLine.txt to include the -fullscreen command

We tend to roll with option 2, because that allows a little more control.
BRB_Jeff Jul 30, 2015 @ 6:03pm 
Thanks @itemsix will do.

Any idea about the 45hz issue in standalone? It feels artificially capped since in VR Preview it is 90. I verified it is actually running 45 and not just the ui reporting wrong. Definite choppiness.

BRB_Jeff Jul 31, 2015 @ 9:27am 
Standalone does seem to have serious performance issues compared with VR Preview.

I have now ruled out card and driver settings. I can force VSync off at the driver level and I get > 90FPS on VR Preview and ~50-55fps on standalone.

It clearly does something different in standalone mode than VR preview.

Any thoughts on other things to try?
lfl_ben_peck Jul 31, 2015 @ 11:56am 
Do you have GPU-CPU sync turned off? I think that is the "r.finishcurrentframe" console var. Should already be off though if you have recent code.

This probably isn't it, as I don't think it would cause a difference in preview vs standalone, but make sure your IStereoRendering::GetNumberOfBufferedFrames() returns 1. We integrated some code recently that returned 3, and it caused barfy tracking latency...


Not to hijack, but, any ideas how to disable the editor minimizing when you run a VR preview? It's kind of annoying because I like to have my blueprint editor visible in the background while I preview...
BRB_Jeff Jul 31, 2015 @ 1:10pm 
@ben thanks, will check.

Looks like someone on Epic forums posted something to try on minimize workaround.

https://forums.unrealengine.com/showthread.php?78048-EPIC-Please-don-t-minimize-editor-during-VR-preview
llatta Aug 3, 2015 @ 1:15pm 
Re: 45 Hz issue
We had performance trouble in standalone sometimes, because it wouldn't resize the window correctly when pressing Alt-Enter. At that point the D3D present for the window probably causes some crazy GDI blit or what not to rescale the window, and everything would chugg. One way to get the window to resize then is the "r.ScreenPercentage" command. Type it once to see what the current/recommended percentage is in the console (for us seems to be 140), and then just set it to the same number again, ie "r.ScreenPercentage 140". There are certainly proper ways to fix it, but for us this only happened on an older locked off demo build, so didn't look into it further than this workaround...
76561198178603993 Aug 4, 2015 @ 11:23am 
Have you cooked content first? We notice a very large performance decrease when running in standalone builds w/o cooked content.
BRB_Jeff Aug 13, 2015 @ 5:02pm 
Turned out it was a bug in VR preview not rendering correct resolution. Once fixed we had to optimize our rendering a bit.
Miss Stabby Aug 17, 2015 @ 12:09pm 
Another trick to get fullscreen to work is to let a blueprint "check" for HMD's on startup, and then fire the fullscreen console command (along with some render settings overrides) so, when you run it on a regular non-vr workstation it remains windowed, but if a vr headset is detected it automatically goes fullscreen
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Date Posted: Jul 29, 2015 @ 10:21am
Posts: 12