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132mikle's avatar
132mikle
Honored Guest
6 years ago
Solved

Oculus Quest Unreal engine development problems

First off, we are using UE 4.23 and we did bang our heads trying to set it up to at least work on the quest. Now a few questions and problems here :  1. Why we can't have dynamic low res CSM shadow...
  • MaxArch's avatar
    6 years ago
    1. Why we can't have dynamic low res CSM shadows?
    2. Using Vulkan for the performance boost.
    3. Auto instancing works amazing if you know what console command to call upon.
    4. The slow process of packaging and testing an app.
    5. Running statistics is especially hard.
    6. Debugging and testing
    7. Default lit becomes really expensive really fast.
    8. On a side note, a bug not related to Quest but to Rift  :
    - Packaged the template VR scene for windows a few days ago and it WILL NOT run 90fps - stuck on 62, 16ms



    Dev-ing with new versions of UE can be a b^&*. Things can break with every new update, no up to date docs etc. You need to search/investigate quite a bit. But when its working again its really nice to be using the latest improvements!
    Here's my reply to your questions / remarks;

    1. CSM is bugged in 4.23 when using MobileMultiview. In 4.24 you can use CSM + mobileMultiview again. I don't use HDR anymore because I instantly lost 10 to 20 fps.
    2. If I remember correctly, for Vulkan to work in 4.23 you need to compile with the Oculus Github integration yourself. I tested in 4.23 and its performance was on par with the native Ogl and Vulkan gave some purple artifacts so I didn't bother to use Vulkan.
    3. In the defaultEngine.ini you just need to set r.Mobile.SupportGPUScene=1
    4. Launching should work but it just goes through the same process like building + installing so I don't bother to get launch working. My process is; use the Rift for testing of blueprints, functionality etc. A few times a day also build for Quest to test performance and if nothing is broken in the controls / shaders etc.
    5. Renderdoc is great to look for problems with drawcalls etc. Look for the 2018 Oculus Connect videos on YouTube. Remi Palandri gave a talk on using RenderDoc that will get you going.
    6. I use 3d objects to trigger stuff. And sometimes adb commands to create logs to look for problems. adb logcat *:S DEBUG:V UE4:V VRAPI:V > debug.log
    7. all depends on the project I guess. There's a nice talk on YouTube by the people who converted RoboRecall to the Quest. A few snippets of info on drawcalls etc.
    8. no clue.