Forum Discussion
szymon.oz
5 years agoHonored Guest
Oculus Quest 4.25 enginge, PSO cache causes materials not to load
Hi, I started integrating PSO cache into my oculus quest build. I followed this instructions docs.unrealengine.com/en-US/SharingAndReleasing/PSOCaching/index.html
to gather the pso data and build the .stablepc.scv file that I put
inside /Build/Android/PipelineCaches. When building the project PSO
Cache wouldn't start compiling shaders until the changes from this
thread forums.unrealengine .com/development-discussion/android-development/1707967-after-migration-ue4-22-4-24-pso-cache-loading-running-is-not-working.
Right now it compiles the shaders when starting the game and the
hitches are gone but some materials aren't shown at all and some are
only shown after some time(This happens only to observed and cached
materials). I'm working on a oculust quest 4.25 engine. I tried the changes from this thread( developer.oculus .com/first-access/forum/santa-cruz/post/3672220449455893/) but with no luck. Here are the PSO
logs from the compilation
codeshare .io/G6Pd0gto gather the pso data and build the .stablepc.scv file that I put
inside /Build/Android/PipelineCaches. When building the project PSO
Cache wouldn't start compiling shaders until the changes from this
thread forums.unrealengine .com/development-discussion/android-development/1707967-after-migration-ue4-22-4-24-pso-cache-loading-running-is-not-working.
Right now it compiles the shaders when starting the game and the
hitches are gone but some materials aren't shown at all and some are
only shown after some time(This happens only to observed and cached
materials). I'm working on a oculust quest 4.25 engine. I tried the changes from this thread( developer.oculus .com/first-access/forum/santa-cruz/post/3672220449455893/) but with no luck. Here are the PSO
logs from the compilation
Sorry for the shitty links with spaces but I am to new here to use links on my threads lol
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