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.
In typical OpenGL stereo rendering, each eye buffer must be rendered in sequence, doubling application and driver overhead. When multi-view is enabled, objects are rendered once to the left eye buffer, then duplicated to the right buffer automatically with appropriate modifications for vertex position and view-dependent variables such as reflection.
Multi-view is currently supported by Note5, S6, S7, and S7 Edge phones using ARM Exynos processors and running Android M or N. It is also supported on S7 and S7 Edge phones using Qualcomm processors and running Android N.
Multi-view requires OpenGL ES 2, and does not currently support OpenGL ES 3.1.
Although multi-view can substantially reduce CPU overhead, keep in mind that applications submitted to the Oculus Store must maintain minimum frame rate per our requirements, even on devices that do not support multi-view.
Open Edit > Project Settings > Engine > Rendering. In the VR section, enable Mobile Multi-View.
For Exynos devices, verify that Support OpenGL ES2 is checked in the Build section in Platforms > Android, and that Support OpenGL ES3 is not selected.
Oculus versions 4.15 and higher using integration 1.12 or later support an enhanced version of multi-view that reduces the number of full-screen copies that must be rendered. In most cases, it provides a substantial reduction in GPU overhead.
In Unreal 4.15, to enable Direct Multi-View, add the following to defaultengine.ini:
In Unreal 4.16 and later, when you enable multi-view as described above, you will have a checkbox option to set it to Direct Multi-View.