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[Go / Gear VR] Are UE 4.20 updates relevant to mobile VR ?

motorsep
Rising Star
@imperativity

4.20 preview 1 is out and it has some interesting goodies: https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1485599-unreal-engine-4-20-preview

I am wondering if any of those goodies relevant to Go / Gear VR (GLES2 and Vulkan in the nearest future):

Instanced Stereo Rendering: Translucency Support. We’ve taken the improvements to the Instance Stereo Rendering (ISR) path that we made for Robo Recall, and improved them to work across a more robust set of features in the engine. 4.20 adds support for performing the translucency rendering pass using ISR, which can significantly reduce CPU cost on translucency-heavy scenes

Mobile Updates:
  • All of the mobile improvements and optimizations we’ve made for Fortnite on iOS and Android
    • Improved Android Debugging
    • Mobile Landscape Improvements
    • RHO Thread on Android
    • Occlusion Queries on Mobile
    • Software Occlusion Culling
    • Platform Material Stats
    • Improve Mobile Specular Lighting Model


43 REPLIES 43

TomVR
Protege
It seems like unreal engine really doesn't want to get onto the mobile VR track, which means developers who are getting into the GO as a precursor of the santa cruz are going to move to unity.

motorsep
Rising Star

TomCHall said:

It seems like unreal engine really doesn't want to get onto the mobile VR track, which means developers who are getting into the GO as a precursor of the santa cruz are going to move to unity.


What makes you say that?

owenwp
Expert Protege
Instanced stereo rendering is PC only.  On mobile I believe it is called multi-view rendering, which uses a special OpenGL ES extension that Oculus wrote.

motorsep
Rising Star
@imperativity

4.20 is officially out. It has hardware occlusions for mobile and that only works with ES3.1 and Vulkan. With all that talent at Oculus, are we really not going to see Vulkan support in Go rather soon, to take full advantage of all these new performance enhancing features and optimizations ?

MaxArch
Heroic Explorer
Too bad there's no Vulkan support.

The Instanced Stereo Rendering: Translucency Support is very nice though. In a scene with a lot of trees I go from 40fps to 60fps on the GO which is very nice.

motorsep
Rising Star

maxBr said:

Too bad there's no Vulkan support.

The Instanced Stereo Rendering: Translucency Support is very nice though. In a scene with a lot of trees I go from 40fps to 60fps on the GO which is very nice.


So it works on mobile after all? As far as I remember 4.20 release notes say it's Rift only.

MaxArch
Heroic Explorer
@motorsep I just can say; In a project with a lot of trees, I see a 20fps increase when comparing 4.19 to 4.20. Tested the 4.20 build in another 'heavy' project without many trees or transparency and I see no increase in fps so I guessed this was the reason.

Another feature in 4.20; the splash screen is working now (1280x1440 image). project settings -> OculusVR -> SplashScreen

Edit -  after doing some more investigation:
Something is bugged...stopping & starting the same 4.20 project within 20 seconds or so on the GO,
the second time the screen stays black and you have to reboot the Go???!
If you briefly press the power button and then start the second session it works fine.
Alternating two different 4.20 projects is fine,
running the same 4.19 project many times in a row is fine as well.
Reported @ UE - hoping this gets fixed soon.

motorsep
Rising Star

maxBr said:


Another feature in 4.20; the splash screen is working now (1280x1440 image). project settings -> OculusVR -> SplashScreen
Although its bugged...starting
& stopping the same project (with a splash screen) twice in a row,
the second time the screen stays black and you have to reboot the Go???!
If you briefly press the power button and then start the second session it works fine. Alternating two different projects with a splash screen is fine, running the same project without a splash screen many times in a row is fine as well. Reported @ UE - hoping this gets fixed soon.




If you are using Oculus fork of UE4, probably worth reporting it to Oculus too.

MaxArch
Heroic Explorer

motorsep said:

...
If you are using Oculus fork of UE4, probably worth reporting it to Oculus too.

Not using any fork. Using the default 4.20 from the UnrealLauncher. I investigated some more and changed my original post above.
In short; its not the splash screen - its with any project build with 4.20 that's restarted within 20 seconds or so...