Forum Discussion
andrewtek
9 years agoMHCP Member
[Gear VR] What version of Unreal Engine are you using?
Hi All, If you are using Unreal Engine to develop for GearVR, would you mind sharing the version of Unreal Engine you are using? Thanks!
motorsep
9 years agoStart Partner
"artyom17" wrote:
It is great to know that Epic guys are already looking at the rendering issues you are having with mobile UE4. Do you know that UE4 has a command-line option '-featureleveles2' that basically supposed to reproduce mobile rendering on PC? It had some issues with stereo rendering before, I haven't tried it for awhile, but we need to make it work if it doesn't. This could significantly simplify reproduction and fixing rendering issues for mobile.
Torn mesh can be worked around with several meshes (each probably no more than 10k tris). Not hitting 60 fps is what bothers me :( Maybe Epic can add a special material type optimized for mobile VR (diffuse, norm, spec and emission only, no PBR) ?
Nope, didn't know about that. Do I add it to UE4 launcher's shortcut ? Not really sure how to use cmd line arguments with UE4 due to it being launched through the launcher.
"artyom17" wrote:
Instanced rendering is definitely one of the high prio features, however, that requires support on hardware / graphics driver side first (and, of course, unreal engine forward renderer should support it too).
I see. So unless Mali GPU supports instanced rendering, it would be no use on S6 ?
"artyom17" wrote:
GearVR templates is also a planned feature to add (both BP and C++, however, BP on mobile could be not the best idea due to perf hit).
Well, that's the whole idea of using UE4. If I have to learn language, I'd rather go for Unity (since C# in Unity is easier than conventional C# amd definitely easier than C++), but making art/design/sounds/etc. and on top of that working on the game logic implies simplifying and streamlining certain tasks. Fortunately BP allows that, and with BP > C++ compiler that is coming with 4.11 or 4.12, performance shouldn't really be an issue, especially that I am not really planning on doing some heavy math in BP :)
Essentially, I am starting with very basic experiences / games in VR, and by the time I need every millisecond of performance, I am sure I'll have a dedicated C++ programmer on the team. However, to get there, BP is what I have to use.
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