04-01-2017 07:50 AM
05-25-2017 09:55 AM
Leemon89 said:
Are those figures mono- or stereo- (x2)? I've also watched trailer of your game - looks very crisp! Looking forward to buy it and try. BTW are you targeting Galaxy S6 (I'm working on one)? How does it performs?
05-25-2017 11:38 AM
05-25-2017 04:08 PM
Leemon89 said:
@Norman3D
Thanks for detailed answers mate! I've managed to squeeze into 15 drawcalls and 20k tris with Default Lit materials but still couldn't get silky smooth 60fps (after update to Android 7). Only after you mentioned Unlit materials I've ran some tests with unlit and realized how high 110-120 shader instructions really are. Now I just want to cry.
Also, would you be so kind and give me your Skype? I have couple more questions here and there and would be very happy to be able to talk to you whenever you could.
05-26-2017 04:45 AM
which I don't really understand from text - I hope you can provide a little example in your blogpost for how that was done exactly?
Two other side questions that just came to mind:
07-03-2017 08:32 AM
aussieburgerVR said:
Thanks for sharing that info @Norman3D ! Pretty much all what I was guessing except for how the reflections where done:Reflections are cubemaps rendered in the editor. I'm using OpenGLES 3.0
since I can use cubemap mip maps and plug in a roughness texture to
control the mip bias per pixel. The shader is totally unlit so I'm
adding the cubemap there. I'm not relying on Unreal to do this
automatically like materials usually work.which I don't really understand from text - I hope you can provide a little example in your blogpost for how that was done exactly?
Two other side questions that just came to mind:
Thanks again for this valuable info!
- How do you differentiate between the devices? Last time I checked it wasn't really possible to tell if a user was using a S6, S7 or a S8 in UE4?
- How did you capture your footage for the trailer?
12-17-2017 06:14 AM
imperativity said:
@Leemon89
Nothing specific to share. These issues really depend on the application's design and use of resources. If you are encountering any issues with your application, try these steps below from one of our mobile engineers to diagnose this:"a) increasing MSAA to max (e.g. 8x if available), b) reducing eye buffer size, c) reducing the amount of geometry per frame. The problem with context switching on tile granularity is that expensive tiles can cause timewarp to not get scheduled in time. Qualcomm has big tiles, so it can easy to get "geometry camping" on a tile that makes it too expensive.The suggestions above are diagnostic - they won't fix the problem in a shipping sense, but they may help you better understand what's going wrong."
12-18-2017 03:38 AM
firagabird said:@Norman3D
Has Oculus given you any further updates on this unresolved issue?
12-18-2017 09:39 PM
12-19-2017 02:51 AM
firagabird said:
@Norman3D
If it's a Samsung issue, Oculus should still be actively working with them (they are partners after all) to resolve the issue. Go will be great for a more console-like platform, but Gear VR will still be how the overwhelming majority of users access the platform for the foreseeable future.
I wonder if the Oreo update will bring with it an updated GPU driver that fixes any perf regression introduced in Nougat for all affected devices (mostly S7, but hopefully also S6).
12-22-2017 12:00 AM