Forum Discussion
motorsep
10 years agoMember
[Gear VR] Torn static mesh
So finally I figured out issues with lightmaps and decided to put more or less realistic test case to work. Still hitting 58 fps. So there is no performance different between (almost) empty scene and actual level with ~25k tris, textures and lightmaps, and per polygon collisions. Quite odd if you ask me :/
Another issue surfaced with this test - my static mesh has missing polygons. Looks like has holes in random places. In the Editor on PC everything looks fine. In Gear VR - missing polygons.
I uploaded this project in case someone from Oculus wants to look at it. Please let me know and I will PM the link. Thanks!
Another issue surfaced with this test - my static mesh has missing polygons. Looks like has holes in random places. In the Editor on PC everything looks fine. In Gear VR - missing polygons.
I uploaded this project in case someone from Oculus wants to look at it. Please let me know and I will PM the link. Thanks!
4 Replies
Replies have been turned off for this discussion
- motorsepMemberThis would be a good time to be able to snap a screenshot in Gear VR :/
My guess is GLES 2.0 has limit for vertices for a continuous surfaces. - motorsepMemberAny ideas guys ?
- motorsepMemberFiled bug report with Epic (with screenshots from the device):
https://answers.unrealengine.com/questi ... les-2.html - motorsepMemberThis one has been "resolved" - I split mesh into 20 pcs and reduced texture size from 4k to 2k. No more torn mesh artifacts.
Quick Links
- Horizon Developer Support
- Quest User Forums
- Troubleshooting Forum for problems with a game or app
- Quest Support for problems with your device
Other Meta Support
Related Content
- 7 months ago
- 21 days ago
- 2 years ago