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dsanjit
7 years agoExplorer
Unreal Engine 4.19 - Multiview not working
IHi
I am using UE 4.19 source build from Oculus. Trying to run some tests with the Mobile Temple demo assets on my Oculus GO. Basic demos from UE4 and my own test code works fine on the GO. But I had some issues with the Mobile Temple assets. As per docs I set the framerate to 72 and also turned Foveated rendering on. The Android environment is properly configured and I am building with ASTC and OpenGL ES2. However there was very bad image tearing around the periphery of the view. I tried turning on both Multiview and Multiview Direct but that results in a blank display. I tried with both the deferred as well as forward render.
Also the antialising is really bad even with MSAA turned on.
Am I doing something wrong ?
Sanjit
2 Replies
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- dsanjitExplorerMobile HDR was on... the demo runs fine on a midrange Android phone... VR is demanding but I thought this demo should be a baseline for decent visuals...
- HEGIProtegeThe temple assets may be too demanding. Is Mobile HDR turned off ? Having it enabled may cause some issues.
The MSAA also seems to be hardcoded, changing the settings seem to have no effect.
Here are rendering settings that i can confirm working with the GO and 4.19 (source and launcher) for ES2 with static lighting and fog.[/Script/Engine.RendererSettings]
r.Mobile.DisableVertexFog=False
r.MobileMSAA=1
r.Mobile.EnableStaticAndCSMShadowReceivers=False
r.Mobile.AllowDistanceFieldShadows=False
r.Mobile.AllowMovableDirectionalLights=False
r.MobileNumDynamicPointLights=0
r.MobileHDR=False
r.SupportStationarySkylight=False
r.SupportPointLightWholeSceneShadows=False
r.SupportAtmosphericFog=False
r.SupportLowQualityLightmaps=True
r.DefaultFeature.MotionBlur=False
r.DefaultFeature.AutoExposure=False
r.DefaultFeature.AmbientOcclusionStaticFraction=False
r.DefaultFeature.AmbientOcclusion=False
r.DefaultFeature.Bloom=False
r.DefaultFeature.AntiAliasing=0
r.DefaultFeature.AutoExposure.Method=1
r.CustomDepth=0
r.DBuffer=False
vr.MobileMultiView=true
vr.MobileMultiView.Direct=true
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