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Kayatt's avatar
Kayatt
Start Partner
9 years ago

4.13.1 Unreal Oficial Branch

Fixed! UE-33763 GearVR applications show black screen on Adreno devices

Big news!

I believe the Oculus branch had it fixed before! 

We saw a huge improvements of performance from 4.11 to 4.13 upgrading on a GearVR project.

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  • Kayatt's avatar
    Kayatt
    Start Partner
    Have you checked the number of Drawcalls? It was our main villain here. We put some meshes together, instead of having separated instances of it, and it has helped a lot!

    Our game was barely hitting 60fps on a S6 and now we can play it on a Note4!..

    BTW great job you are doing, how many polys in that scene?

  • pekayatt said:

    Have you checked the number of Drawcalls? It was our main villain here. We put some meshes together, instead of having separated instances of it, and it has helped a lot!

    Our game was barely hitting 60fps on a S6 and now we can play it on a Note4!..

    BTW great job you are doing, how many polys in that scene?



    That's what I am going to do next - merge actors instead of using ISMs. I don't believe Epic optimized UE4 features for mobile VR, so maybe that's why instanced don't help as much as they should (they did help bringing fps from ~20 to 58 when standing next to the crypt; it's when I get inside fps drops badly)

    Thanks and I am not sure how many polys in the scene. Quite a lot :) As long as there are less than 100k in the view total scene polycount doesn't matter (and I know there is a way less than 100k in the view).
  • Kayatt's avatar
    Kayatt
    Start Partner
    Wow, from 20 to 58 is already something!

    Yes it is hard to get great fps with ue4 on mobile, but is getting better (I believe).

    I understand about how many polys are on view, as Scene I was talking about your view ;) but I guess you got that!

    BTW, keep the good working, love the spinning arrow!