Forum Discussion
Norman3D
8 years agoExpert Protege
Android Oreo breaking shaders/textures
Hello everybody, we are getting more and more reports of users having issues with Daedalus. Specifically, certain elements in the game are being rendered pitch black. Here are two screenshots: ...
Norman3D
8 years agoExpert Protege
imperativity said:
@Norman3D
Here is some feedback from our integrations team:
"When dealing with floats in mobile shaders you can select a precision level, lowp/mediump/highp. Could they try putting that ReflectionIntensity to highp to see if that helps them?
Again, them providing us with a minimal repro (just sending the .uasset of the material that has the bug) helps us in getting a driver fix."
That is something Carmack mentioned in his public critique of Daedalus as well. The frustrating part is that I have no control over precision qualifiers for variables in Unreal. I don't understand why as it would be as simple as letting me choose the precision qualifier for each variable node, but such option does simply not exist. :(
Unfortunately, all precision qualifiers in Unreal are set to highp by default. At least if you are using OpenGL ES 3.1 it seems, that was at least Carmack's observation of the compiled shaders in Daedalus. However, things have changed in some version of Unreal that was released since Daedalus first launched, and unless the "Use full precision" checkbox is marked in the material setting, a lower precision is used for all variables (or at least that what it claims to do). So that's the good news, the bad news is that this does not fix the above mentioned issue, perhaps because it's actually not doing that. (of course it's still an issue that I can't be the one to decide what gets highp and what gets lowp and instead have to choose whether everything gets highp or if everything gets lowp, but I digress)
In regards to providing you guys with a minimal repro, let me work on that. I'll PM you a dropbox link soon.
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