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motorsep
7 years agoStart Partner
[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...
Mohammed_hashim
7 years agoStart Partner
motorsep said:
Mohammed_hashim said:
Hey @motorsep did you able to get bloom effect without enabling mobile HDR ? i can't find documentation mentioning bloom require mobile HDR or not.
There is no docs for that. Changes have to be made to engine's rendering code (and shaders). That being said, no solution is available.
Oh i see thanks for the answer, seems we are doomed with UE4, my game heavily depends on bloom even game mechanic and now it looks so dull without it. i only wish i could get a cheap bloom. whats the point of mobile HDR if we can't use it on modern mobile with acceptably performance.
I made a quick test HDR on with only bloom in empty level and i got 40 fps with galaxy s7 edge so it seems its out of question.
I heard old UE4 <4.10 had good performance on HDR mobile but whats the point if Oculus won't accept your app unless its made with latest version of UE4. I remember Epic changed their post process in 4.15 with film Tonemapper feature so i will try to make a quick test and see if i could get performance with old post process just for testing for now.
Edit: nah looks like r.TonemapperFilm already disabled by default on mobile so those horrible performance is already without TonemapperFilm.
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