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GeorgeCristianT
8 years agoExplorer
[GearVR] Multi-view and MobileHDR
Hi,
Can anybody explain to me why mobile multi-view doesn't work with MobileHDR ?
When I turn it on i only get the image of the left eye.
Any idea if this is just a bug or if it requires substantial work on the engine side ? Would I be wasting my time if I try to fix it in the engine myself ?
Is there any plan from Epic or Oculus to support this in the near future ?
Thanks
Can anybody explain to me why mobile multi-view doesn't work with MobileHDR ?
When I turn it on i only get the image of the left eye.
Any idea if this is just a bug or if it requires substantial work on the engine side ? Would I be wasting my time if I try to fix it in the engine myself ?
Is there any plan from Epic or Oculus to support this in the near future ?
Thanks
5 Replies
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- GeorgeCristianTExplorerHi,
I know it is not recommended for performance reasons but I was kind of hoping to have it in anyways.
On the GearVR version of our game, we pretty much manage to have 60FPS even with MobileHDR enabled. What hits us really hard performance-wise is the draw call count. We have to do all sorts of static actors merging in order to reduce draw calls otherwise the static actors drawing time takes 8ms or more per frame. Was hoping multi-view would help with this. - AnonymousChecked your AA settings? If you have any AA set it can result in this problem - see: https://answers.unrealengine.com/questions/204390/ue-11846-mobile-hdr-on-gear-vr-progress.html
Make sure everywhere you have AA set off - cause UE4 adds MSAAx2 by default ;)
But you probably have a different problem if it works fine with multi-view turned off. - Leemon89ExplorerMobile HDR doesn't work with Multi-view according to UE4 documentation. Can't find the source though.
- rasamayaExplorerDoesnt work at all now in 4.23 and up. mobile hdr =instant crash
- Mohammed_hashimStart Partner
GeorgeCristianTudor said:
Hi,
I know it is not recommended for performance reasons but I was kind of hoping to have it in anyways.
On the GearVR version of our game, we pretty much manage to have 60FPS even with MobileHDR enabled. What hits us really hard performance-wise is the draw call count. We have to do all sorts of static actors merging in order to reduce draw calls otherwise the static actors drawing time takes 8ms or more per frame. Was hoping multi-view would help with this.
Which device did you manage to get 60fps with HDR? I used an empty level with Galaxy s7 edge and I was getting ~ 40fps.
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