10-21-2024 10:23 AM
Since updating to 5.4.3, using r.TonemapSubpass=1 results in a black screen in builds. This has worked perfectly fine before and it does still work when playing in editor. Wondering if anyone else has encountered this issue as well. This is my .ini render setting currently used. Note that previously, r..TonemapSubpass is set at runtime (BP), added the first line in .ini for testing purposes. If anyone has some insight I would greatly appreciate it.
[/Script/Engine.RendererSettings]
r.Mobile.TonemapSubpass=1
r.Mobile.ShadingPath=0
r.Mobile.SupportGPUScene=True
r.Mobile.AntiAliasing=3
r.Mobile.FloatPrecisionMode=0
r.Mobile.AllowDitheredLODTransition=False
r.Mobile.VirtualTextures=True
r.DiscardUnusedQuality=False
r.Shaders.CompressionFormat=2
r.AllowOcclusionQueries=False
r.MinScreenRadiusForLights=0.030000
r.MinScreenRadiusForDepthPrepass=0.030000
r.MinScreenRadiusForCSMDepth=0.010000
r.PrecomputedVisibilityWarning=False
r.TextureStreaming=True
Compat.UseDXT5NormalMaps=False
r.VirtualTextures=True
r.VT.EnableAutoImport=False
r.VirtualTexturedLightmaps=False
r.VT.AnisotropicFiltering=False
bEnableVirtualTextureOpacityMask=False
r.VT.TileSize=128
r.VT.TileBorderSize=4
r.vt.FeedbackFactor=16
WorkingColorSpaceChoice=sRGB
RedChromaticityCoordinate=(X=0.640000,Y=0.330000)
GreenChromaticityCoordinate=(X=0.300000,Y=0.600000)
BlueChromaticityCoordinate=(X=0.150000,Y=0.060000)
WhiteChromaticityCoordinate=(X=0.312700,Y=0.329000)
r.ClearCoatNormal=False
r.DynamicGlobalIlluminationMethod=1
r.ReflectionMethod=1
r.ReflectionCaptureResolution=128
r.ReflectionEnvironmentLightmapMixBasedOnRoughness=True
r.Lumen.HardwareRayTracing=False
r.Lumen.HardwareRayTracing.LightingMode=0
r.Lumen.TranslucencyReflections.FrontLayer.EnableForProject=False
r.Lumen.TraceMeshSDFs=0
r.Shadow.Virtual.Enable=1
r.RayTracing=False
r.RayTracing.Shadows=False
r.RayTracing.Skylight=False
r.RayTracing.UseTextureLod=False
r.PathTracing=True
r.GenerateMeshDistanceFields=False
r.DistanceFields.DefaultVoxelDensity=0.200000
r.Nanite.ProjectEnabled=True
r.AllowStaticLighting=True
r.NormalMapsForStaticLighting=False
r.ForwardShading=True
r.VertexFoggingForOpaque=True
r.SeparateTranslucency=False
r.TranslucentSortPolicy=0
TranslucentSortAxis=(X=0.000000,Y=-1.000000,Z=0.000000)
vr.VRS.HMDFixedFoveationLevel=1
vr.VRS.HMDFixedFoveationDynamic=False
r.CustomDepth=0
r.CustomDepthTemporalAAJitter=False
r.PostProcessing.PropagateAlpha=2
r.DefaultFeature.Bloom=False
r.DefaultFeature.AmbientOcclusion=False
r.DefaultFeature.AmbientOcclusionStaticFraction=False
r.DefaultFeature.AutoExposure=False
r.DefaultFeature.AutoExposure.Method=0
r.DefaultFeature.AutoExposure.Bias=1.000000
r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
r.DefaultFeature.MotionBlur=False
r.DefaultFeature.LensFlare=False
r.TemporalAA.Upsampling=False
r.AntiAliasingMethod=3
r.MSAACount=4
r.DefaultFeature.LightUnits=1
r.DefaultBackBufferPixelFormat=4
r.Shadow.UnbuiltPreviewInGame=True
r.StencilForLODDither=False
r.EarlyZPass=3
r.EarlyZPassOnlyMaterialMasking=False
r.Shadow.CSMCaching=False
r.DBuffer=True
r.ClearSceneMethod=1
r.VelocityOutputPass=1
r.Velocity.EnableVertexDeformation=2
r.SelectiveBasePassOutputs=False
bDefaultParticleCutouts=False
fx.GPUSimulationTextureSizeX=1024
fx.GPUSimulationTextureSizeY=1024
r.AllowGlobalClipPlane=False
r.GBufferFormat=1
r.MorphTarget.Mode=True
r.GPUCrashDebugging=False
vr.InstancedStereo=False
vr.PixelDensity=0.8
r.MobileHDR=False
vr.MobileMultiView=True
r.Mobile.UseHWsRGBEncoding=True
vr.RoundRobinOcclusion=True
vr.SupportMobileSpaceWarp=True
r.Mobile.Oculus.SpaceWarp.Enable=True
r.MeshStreaming=False
r.HeterogeneousVolumes=False
r.WireframeCullThreshold=5.000000
r.SupportStationarySkylight=True
r.SupportLowQualityLightmaps=True
r.SupportPointLightWholeSceneShadows=True
r.SupportSkyAtmosphere=True
r.SupportSkyAtmosphereAffectsHeightFog=True
r.SupportCloudShadowOnForwardLitTranslucent=False
r.Shadow.TranslucentPerObject.ProjectEnabled=False
r.Water.SingleLayerWater.SupportCloudShadow=False
r.Strata=False
r.Strata.BytesPerPixel=80
r.Strata.OpaqueMaterialRoughRefraction=False
r.Strata.Debug.AdvancedVisualizationShaders=False
r.Material.RoughDiffuse=False
r.Material.EnergyConservation=False
r.OIT.SortedPixels=False
r.SkinCache.CompileShaders=False
r.SkinCache.SkipCompilingGPUSkinVF=False
r.SkinCache.DefaultBehavior=1
r.SkinCache.SceneMemoryLimitInMB=128.000000
r.Mobile.EnableStaticAndCSMShadowReceivers=True
r.Mobile.EnableMovableLightCSMShaderCulling=True
r.Mobile.Forward.EnableLocalLights=True
r.Mobile.Forward.EnableClusteredReflections=False
r.Mobile.EnableNoPrecomputedLightingCSMShader=False
r.Mobile.AllowDistanceFieldShadows=False
r.Mobile.AllowMovableDirectionalLights=False
r.Mobile.EnableMovableSpotlightsShadow=False
r.GPUSkin.Support16BitBoneIndex=False
r.GPUSkin.Limit2BoneInfluences=False
r.SupportDepthOnlyIndexBuffers=True
r.SupportReversedIndexBuffers=True
r.Mobile.AmbientOcclusion=False
r.GPUSkin.UnlimitedBoneInfluences=False
r.GPUSkin.UnlimitedBoneInfluencesThreshold=8
MaxSkinBones=(Default=65536,PerPlatform=(("Mobile", 256)))
r.Mobile.PlanarReflectionMode=0
r.Mobile.SupportsGen4TAA=True
bStreamSkeletalMeshLODs=(Default=False,PerPlatform=())
bDiscardSkeletalMeshOptionalLODs=(Default=False,PerPlatform=())
r.PPM_DefaultCalibrationColor
r.XRSoftOcclusionsPermutation=True
xr.VRS.DynamicFoveation=False
r.Streaming.PoolSize=3000
r.MeshDrawCommands.DynamicInstancing=1
10-24-2024 03:45 AM
Hi @NA_DS
Seems this isn't compatible with Dynamic Occlusion, which is a disaster... Without Occlusion the headset won't be able to run anything with a good frame rate.
I suggest you to try that.
Did you posted the issue in Git? More requests are better.
Regards!
10-24-2024 12:34 PM
Hey @ale.friant ,
Thanks for the reply. Occlusion Culling is off for this project, as well as r.AllowOcclusionQueries set to false in .ini.
Will try to post om Git also.
Thanks!
10-24-2024 12:41 PM
I got a reply from them today and in the new release they have culling and tonemap should work.
Anyways I'll stay in 5.3.2, 5.4 is too unstable specially for Android. I'll wait 5.5
Good luck!