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motorsep
8 years agoMember
[Gear VR] situation with HISMCs and foliage tool - any upcoming changes ?
As you may know HISMCs (hierarchical instanced static mesh components) and foliage tool suck so badly on Gear VR that it defeats whole purpose of having instanced meshes in mobile VR (instead of decreasing drawcalls, they are ramping up with every new instance; culling per instance inside HISMC isn't working; no proper way to disable LOD switch dithering; etc.). It's impossible to build modular levels because of that.
Do you happen to know if Epic is working on making sure those things work properly on Gear VR and if you do, is there an ETA?
P.S. foliage tool can be used to scatter objects (rocks, props, etc) and not necessarily to be used for actual foliage, which isn't going to perform well on Gear VR anyway.
Thanks beforehand
Do you happen to know if Epic is working on making sure those things work properly on Gear VR and if you do, is there an ETA?
P.S. foliage tool can be used to scatter objects (rocks, props, etc) and not necessarily to be used for actual foliage, which isn't going to perform well on Gear VR anyway.
Thanks beforehand
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- motorsepMember
imperativity said:
Hi,
The best option is to manually statically batch geometry in an external tool like Maya.
Sorry!
Well, batching and instancing aren't the same thing. If mobile GPUs culled like desktop GPUs, I wouldn't have brought this up. But since mobile GPUs cull geometry per bounding box, without clipping tris, batching is no use on mobile.
I guess we'll just have to wait and see what Epic comes back with. I poked TimS on Twitter - maybe he can make it his personal challenge and get UE4 working properly on mobile ;)
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