Forum Discussion
Anonymous
7 years agoUE 4.24 - Auto-instancing on Mobile
As pre the release notes so far:
Mobile Updates:
- Auto-instancing on Mobile (Experimental). We
are planning to support the auto-instancing feature of the HLR on
mobile devices for improved performance due to reduced draw calls. This
functions the same as desktop auto-instancing, but it uses a texture
instead of a buffer due to limitations on Mali devices, which can only
support a buffer of 64 kb..
Will this work with mobileVR and multiview? Anyone been able to test it yet?
(currently P1 is instantly crashing for any VR related project on my side)
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- motorsepStart PartnerDid you mean UE 4.24 ?
- Anonymous
- MaxArchHeroic ExplorerTried with 4.24.0 p1 on the Quest, using mobile multiview - still individual drawcalls when analyzing in Renderdoc.Same when MobileMultiview is disabled.HISM's do work though if you set them up yourself in an actor (just like in 4.23).Also, the splash screen (Oculus VR settings) is still broken (same as in 4.23).
- Anonymous
MaxArch said:
Tried with 4.24.0 p1 on the Quest, using mobile multiview - still individual drawcalls when analyzing in Renderdoc.Same when MobileMultiview is disabled.HISM's do work though if you set them up yourself in an actor (just like in 4.23).Also, the splash screen (Oculus VR settings) is still broken (same as in 4.23).
I assume this is you as well? Posting here as well for informational purposes:You enable it by adding 'r.Mobile.SupportGPUScene=1' to the 'DefaultEngine.ini'. After restart, UE will rebuild all shaders.
Also works with multiview. Still a few issues though, for some reason
the instances don't always work for all objects in the project OR breaks
them in sub-groups. Using RenderDoc to analyze.from:
Quick Links
- Horizon Developer Support
- Quest User Forums
- Troubleshooting Forum for problems with a game or app
- Quest Support for problems with your device
Other Meta Support
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