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motorsep
7 years agoMember
[Go] HDR-less bloom ?
@imperativity Any chance we can have bloom in Go projects powered by UE4 (4.20 perhaps, Oculus branch), without having to turn on mobile HDR ? It works on desktop / Rift, but not on mobile. Tha...
owenwp
7 years agoExpert Protege
Any kind of fullscreen blur pass on mobile is fantastically expensive, requiring full pipeline flushes and juggling of memory. That is because the GPU throws away parts of the back buffer that it is done with, one tile at a time, and doing a blur requires reading from tiles that you no longer have access to and must be copied back from system memory.
Post process in general can actually be cheaper on mobile than on PC, as long as the effect only reads from the same pixel that it writes to it is no more expensive than drawing with alpha blending and doesn't need any synchronization.
Post process in general can actually be cheaper on mobile than on PC, as long as the effect only reads from the same pixel that it writes to it is no more expensive than drawing with alpha blending and doesn't need any synchronization.
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