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motorsep
9 years agoMember
Major crash when using masked materials on S7 with Snapdragon SoC
This has been going on for a long time and there is no fix in sight. Could you please look into this?
https://answers.unrealengine.com/questions/405477/ue-release-4111-material-masked-s7-edge-gear-vrcra.html
https://answers.unrealengine.com/questions/405477/ue-release-4111-material-masked-s7-edge-gear-vrcra.html
12 Replies
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- motorsepMember@vrdaveb @artyom17 Is it something you ever experienced ?
- rpalandriExpert ProtegeWe haven't seen that on our side, however I've got an S7 edge and I'll try to repro :)
- motorsepMember@rpalandri By chance, were you able to reproduce the crash ?
Thanks - motorsepMember@vrdaveb @artyom17 @rpalandri Just wondering if you were able to repro the issue and if there is any fix for that (besides not using masked materials)
Thanks - motorsepMemberIt just occurred to me that we can't use Imposter Sprites until this issue is resolved :/
- motorsepMemberGuys?! I am sure you are busy, but this is a critical issue :o
- motorsepMember@vrdaveb @artyom17 @rpalandri Guys, I hate to sound like a broken record, but is this going anywhere ?
- vrdavebOculus StaffThis appears to be a known Samsung driver bug related to its implementation of glFragCoord. See https://issues.unrealengine.com/issue/UE-31051. We and Epic haven't been able to reproduce it, but we are pinging Samsung to see what they can do. If you can provide an APK that consistently reproduces the issue, that may help.
- motorsepMember@vrdaveb
Thanks for the update. It sounds like an entirely different issue, since OP has material without Fresnel or WPO (although I don't know if he uses it on instances or not)
I can make .apk with the same material setup as in OP, but let me ping @aussieburger ( @aussieburgerVR ) about his sample.
Quick question though - how do we pack .apk so that Oculus/Samsung can run it ? (do we need to check option in the Project Settings to remove OSIG ) - vrdavebOculus Staff> It sounds like an entirely different issue
Both of you were using masked materials that use glFragCoord and saw signal 11, right?
> how do we pack .apk so that Oculus/Samsung can run it
Don't worry about that, we can globally sign it once you send it over.
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