it would be super helpful to me if I could put some numbers to your lag. if you're comfortable sharing your machine specs, or a rough estimate of your cpu / gpu tflops and memory bandwidth. I had a lot of trouble getting anything new to work with the VR rendering pipeline (I think for 2 reasons : not being implemented and also using forward shading) but the actual stress on the gpu should've been limited by the batching but hey that's hard to troubleshoot too :( .
either way thank you for trying it out, I know it's a wild huge ask to drop vr content in an indie jam, especially on untested engines, so your time is greatly appreciated!
Viewing post in Messy Coder's Game Jam Entry jam comments
the shader for a lot of the world is pretty computationally intense (it uses a computed noise sample at 3 octaves) so I could understand maybe where some of the performance bottleneck could be. Really, the rest of the scene shouldn't have issues with overdraw or light rendering (all the static objects are instanced and the lighting is almost entirely baked)... it could be his machine was missing some specific driver but it's a long shot, in my experience a UE game won't boot period if it's missing its prerequisites and 35 fps is plenty booted. Again, thank you for your time, it's really hard to trouble shoot a project like this because I only have one machine and it 'runs fine' by fluke or design; I don't know :( .