Advanced Rendering Features

This section describes important rendering options and tools that can significantly improve your application.

  • Unreal Forward Shading Renderer (PC)
    Unreal Engine 4.14 introduced an experimental forward shading renderer optimized for VR. We recommend that all future PC titles use the forward shading renderer.
  • VR Compositor Layers
    In some versions of Unreal, you may add transparent or opaque quadrilateral, cubemap, or cylindrical overlays to your level as compositor layers.
  • Multi-View (Mobile)
    Multi-view is an advanced rendering feature for Oculus Go and Gear VR, available in experimental form in Unreal 4.14 and later. If your application is CPU-bound, we strongly recommend using multi-view to improve performance.
  • Hybrid Monoscopic Rendering (Mobile)
    Hybrid monoscopic rendering (available in Unreal 4.15 or later) renders objects close to the viewer in stereoscopic 3D, while rendering all objects that lie past a culling plane only once.
  • Adaptive Pixel Density (Rift Only)
    Adaptive Pixel Density allows applications to scale down the application viewport as GPU resources exceed 85% utilization, and to scale up as they become more available. This feature is currently available for Rift development only.