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RapidTD
6 years agoHonored Guest
UE4 / Quest / Vulkan - Proper Render/Project Settings?
Tried creating a simple test project with both the Oculus UE4 branch and Epic's latest 4.22 branch and if I enable Vulkan (ES2 and ES3.1 work fine ) I always get a crash on application launch. Tried all the settings I could find across the various Oculus and Epic documentation. Does anyone have this working currently that could share their basic project settings? Is it just broke in 4.22?
Thanks
Thanks
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- JoebMediaLabHonored Guest@DizzyDerF What settings did you use? I used the setting listed in unreals doc but I couldnt get it to work without crashing. I removed the Mobile HDR and the OpenGL. It works but I'm seeing a fame rate drop. I'm also using 4.23.0 preview 6.
https://docs.unrealengine.com/en-US/Platforms/Mobile/Android/VulkanMobileRenderer/index.html - DizzzieExplorerI have mobile hdr disabled, 4x MSAA, ARM64, with Vulkan enabled. Using Oculus Branch 4.22.3 from Github.
- DizzzieExplorerSpeaking of Oculus Audio, I don't have this plugin enabled, and a project I'm working on porting from Rift to Quest, the audio is all pitch-shifted on Quest, some sounds high, some sounds low. Audio is being played back in a level sequence. Anyone know of a fix for this?
- ApprovedAnonymous
DizzyDerF said:
I have mobile hdr disabled, 4x MSAA, ARM64, with Vulkan enabled. Using Oculus Branch 4.22.3 from Github.
Are you guys using the Occulus build of unreal? or just normal unreal?I can not get Vulkan to run - using 4.23.1f - weirdmonkey2807Protege
karsten.flindt said:
DizzyDerF said:
I have mobile hdr disabled, 4x MSAA, ARM64, with Vulkan enabled. Using Oculus Branch 4.22.3 from Github.
Are you guys using the Occulus build of unreal? or just normal unreal?I can not get Vulkan to run - using 4.23.1f
Using the oculus build of Unreal. You need to use build setting for arm7 not 64 or else it won’t run. - virtualHCGExpert Protege
weirdmonkey2807 said
Are you guys using the Occulus build of unreal? or just normal unreal?I can not get Vulkan to run - using 4.23.1f
Using the oculus build of Unreal. You need to use build setting for arm7 not 64 or else it won’t run.
I've been building ARM64 with Vulcan and it runs. - ApprovedAnonymousthanks - but anyone have used the normal Unreal? not the Occulus version? - or is it simply not possible via normal Unreal - to run Vulkan?
- motorsepStart Partner
karsten.flindt said:
thanks - but anyone have used the normal Unreal? not the Occulus version? - or is it simply not possible via normal Unreal - to run Vulkan?
If you are using Oculus, then it only makes sense to use their UE4 fork.
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