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Unreal Engine 4 Virtual Reality Projects

You're reading from   Unreal Engine 4 Virtual Reality Projects Build immersive, real-world VR applications using UE4, C++, and Unreal Blueprints

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Product type Paperback
Published in Apr 2019
Publisher Packt
ISBN-13 9781789132878
Length 632 pages
Edition 1st Edition
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Authors (2):
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Robert Ruud Robert Ruud
Author Profile Icon Robert Ruud
Robert Ruud
Kevin Mack Kevin Mack
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Kevin Mack
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Table of Contents (20) Chapters Close

Title Page
About Packt
Contributors
Preface
1. Thinking in VR 2. Setting Up Your Development Environment FREE CHAPTER 3. Hello World - Your First VR Project 4. Getting Around the Virtual World 5. Interacting with the Virtual World - Part I 6. Interacting with the Virtual World - Part II 7. Creating User Interfaces in VR 8. Building the World and Optimizing for VR 9. Displaying Media in VR 10. Creating a Multiplayer Experience in VR 11. Taking VR Further - Extending Unreal Engine 12. Where to Go from Here 1. Useful Mind Hacks 2. Research and Further Reading 3. Other Books You May Enjoy Index

Optimizing scenes for VR


Now that we've spoken a fair bit about editing scenes using VR Mode, let's talk about an absolutely crucial topic in VR development – maintaining an acceptable frame rate.

We've discussed the paramount importance of maintaining frame rate in virtual reality several times before. It's critical, and it's challenging to do. In the remainder of this chapter, we're going to talk about things that you can do to speed up your scenes and to find out what's preventing them from running faster.

Testing your current performance

The first thing you need to do when assessing your scene's performance is to find out how fast you're currently running. We're going to look at a few commands we can use for this.

From within the editor, click on the ` (backtick) key. It's to the left of the 1 key on your keyboard, above the Tab key. A console entry box will appear:

A wide range of console commands can be entered here. We're going to talk about those you're most likely to use as you optimize...

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