04-20-2017 08:36 AM
Hello,
While going through the submission process we are being told that the game fails to launch, specifically on Note 5 and Samsung S6 Edge. We are using Unreal Engine 4 and OpenGL ES 3.1.
We have bought an S6 Edge this morning and we are comparing the logcat between the S6 (which works fine) and the S6 Edge which fails on launch.
To our surprise this is what the S6 Edge logcat prints out:
LogRHI: App is packaged for OpenGL ES 3.1 but device has not met all the requirements for ES 3.1 :
LogRHI: Device has OpenGL ES 3.1 support: YES
LogRHI: Floating point render target support: NO
LogRHI: EXT_shader_io_blocks support: NO
This makes no sense to us. Why would a device that supports 3.1 not support it fully? How can the Edge version of the phone differ so widely? Also keep in mind this game runs ES 3.1 on a Note 4! This error message can’t possibly be correct!
I’m inclined to believe that this is not the issue at all. Instead, I think it’s more likely that Unreal Engine is doing something wrong when attempting to recognize the device specifications and blocking the app from running.
Can anyone shed light on this issue?04-20-2017 09:08 AM
04-20-2017 09:30 AM
vrdaveb said:
Is the S6 Edge a Mali or Adreno GPU? UE4's ES 3.1 renderer doesn't just use GLES 3.1, it also has a bunch of features not found in the ES 2 renderer. To enable all of those features, your device also needs to support FP render targets and shader IO blocks.
04-20-2017 10:41 AM
04-20-2017 10:55 AM
04-24-2017 10:10 AM
Norman3D said:
Indeed, updating to Android 6.0 solved the issue! (Oculus submission process claimed it crashed on 6.0 though, they might have a different S6 Edge model? In any case thanks a lot, we will ask for further details in a support ticket!)
04-24-2017 10:22 AM
Not yet, nobody has answered to our ticket yet. We are about to ask for help in GearVR's subreddit in hopes to find a volunteer with an american S6 Edge so that they can send us the logcat. We have no ability to reproduce the issue on our end since the game launches and runs fine on the international model.motorsep said:Was this issue resolved ?Norman3D said:Indeed, updating to Android 6.0 solved the issue! (Oculus submission process claimed it crashed on 6.0 though, they might have a different S6 Edge model? In any case thanks a lot, we will ask for further details in a support ticket!)