SteamVR Command Reference

Below you will find various Console commands that can be used to adjust the way Unreal Engine 4 (UE4) and SteamVR interact with one another.

Command

Description

vr.SteamVR.AdaptiveDebugGPUTime

Added to the the GPU frame timing, in ms, for testing.

vr.SteamVR.AdaptiveGPUTimeThreshold

Time, in ms, to aim for stabilizing the GPU frame time at.

vr.SteamVR.PixelDensityAdaptiveDebugCycle

If non-zero, the adaptive pixel density will cycle from max to min pixel density, and then jump to max.

vr.SteamVR.PixelDensityAdaptiveDebugOutput

If non-zero, the adaptive pixel density will print debugging info to the log.

vr.SteamVR.PixelDensityAdaptivePostProcess

If non-zero, when the adaptive density changes, we'll disable Temporal Anti-Aliasing (TAA) for a few frames to clear the buffers.

vr.SteamVR.PixelDensityMax

Maximum pixel density, as a float.

vr.SteamVR.PixelDensityMin

Minimum pixel density, as a float.

vr.SteamVR.ShowDebug

If non-zero, will draw debugging info to the canvas.

vr.SteamVR.UsePostPresentHandoff

Whether or not to use PostPresentHandoff. If true, more GPU time will be available, but this relies on no SceneCaptureComponent2D or WidgetComponents being active in the scene. Otherwise, it will break async re-projection.

vr.SteamVR.UseVisibleAreaMesh

If non-zero, SteamVR will use the visible area mesh in addition to the hidden area mesh optimization. This may be problematic on beta versions of platforms.