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motorsep
9 years agoMember
[Gear VR] HISMs get no lighting in Gear VR
Filed bug report with Epic here: https://answers.unrealengine.com/questions/442097/gear-vr-hisms-dont-receive-any-lighting-neither-ba.html
And original thread is here: https://forums.unrealengine.com/showthread.php?115217-Rendering-issues&p=554672&viewfull=1#post554672
Have you experienced these kind of issues with HISM in UE4 and Gear VR ?
If anyone from Oculus going to investigate, please let me know and I'll share project privately.
Thanks beforehand
And original thread is here: https://forums.unrealengine.com/showthread.php?115217-Rendering-issues&p=554672&viewfull=1#post554672
Have you experienced these kind of issues with HISM in UE4 and Gear VR ?
If anyone from Oculus going to investigate, please let me know and I'll share project privately.
Thanks beforehand
4 Replies
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- vrdavebOculus StaffSorry, this is one for Epic to solve. We agree HISM is sub-optimal and it would be nice if they could re-implement it for static batching and to make the LOD switches and make it easier to move other content over to it.
- motorsepMember
vrdaveb said:
Sorry, this is one for Epic to solve. We agree HISM is sub-optimal and it would be nice if they could re-implement it for static batching and to make the LOD switches and make it easier to move other content over to it.
It seems to be working fine with LODs and not too painful to work with (I simply build my map with static meshes that have certain tags and then drop in HISM actor that places instances where original meshes are). Just doesn't work on mobile for whatever reason.
Don't you guys have some leverage compare to average end-users like me? (I am sure if Oculus devs pitch this to Epic, things would move faster than me trying to get their attention ;) ) - vrdavebOculus StaffWe've already asked Epic to streamline HISM, but I'm afraid we don't have a batphone for general issues like this.
- motorsepMemberDid more testing. So dynamic lights don't work on Gear VR at all. The only way to do it is with stationary lights. Then HISMCs and foliage render properly.
The problem is that there is no lightmaps when stationary directional light is used. Distance field shadows is how "static" lighting is achieved. I haven't tried it yet, but something tells me performance will suffer a lot.
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