Mobile HDR and post processing issue
Hi Guys, Lately I have been ran into some issues when trying to integrate Tone-mapping into our Oculus-VR project. We are currently on the 5.5 Oculus VR fork but with the Mobile HDR turned off for bettery performance. My question is, the post-processing volume doesn't seem to be working even I execute the following command: r.Mobile.TonemapSubpass=1 Unreal Tone Mapping for Oculus the post processing doesn't seem to be affecting the scene. And when I turned on the Mobile HDR the Post processing start to work. So I wonder if the ToneMap Subpass requried to have the Mobile HDR On or am I doing something wrong?Solved327Views0likes1Comment[Go / Gear VR] Modulated shadows are not supported ?
I was trying to test performance on Gear VR with modulated shadows from directional light turned on and it doesn't seem like modulated shadows are supported (or rather none of the dynamic shadows types is supported). Is that the case or do I need to do something special to get modulated shadows working in mobile VR ? Thanks3.3KViews1like10CommentsFailed App Review : VRC.Mobile.Functional.1 + VRC.Mobile.Security.2
Hello! It's my 2nd try for submission and i get the same Results for Oculus GO + Gear VR, am using UE4 4.20.2 Binary. I ve put a ticket before days, but couldnt get in touch. VRC.Mobile.Functional.1 Progression Blocker: Shorty after boot, the user is taken to the main menu. After approximately 2-3 seconds, the app automatically exits. VRC.Mobile.Security.2 Your app is asking for excessive user permissions or using user permissions inappropriately. -Access to Storage (Modify or delete the contents of your shared storage, read the contents of your shared storage) -Other (Full network access, view network connections, prevent devices from sleeping, view WiFi connections) Please remove all unnecessary permissions. If your app requires any of the permissions listed above please explain in detail why your app needs the permission in order to function. For #1 : my guess is AppID entitlement check, because i run Entitlement Check on 2-3 secs, which on FAIL will force app quit, ( as oculus suggests) here is my configuration, can someone help? ( I've made a mistake having 2 "=" on my androidengine.ini , maybe that was it? ) , do i need any other .ini setup? ) For #2 : am using Local saving ue4 system, so there it comes i guess for storage permissions, which are required for game. As for other permissions those are required for player to submit scores over online scoreboard. Should i just Comment my Permission Purposes on my next Build for Preview or i can't do anything about it? Thank you!1.1KViews0likes3Comments[Gear VR] Using StereoLayers to render stereo cubemap a la Oculus 360 photos - how ?
A question popped up on UE4 forums about rendering cubemaps in UE4 in the same quality as they are in Oculus 360 photo app. As far as I know, it's not possible to do such thing using standard to UE4 sky sphere method, because not only sky spheres are not timewarped, but also they act as standard world texture when it comes to mipmaps. So in order for sky sphere to look good, it can not have any mipmaps. Then I read this doc https://developer3.oculus.com/documentation/mobilesdk/latest/concepts/mobile-rendering/#mobile-perf-guides-resolution and I remembered that Stereo Layers support cubemap and are timewarped. So I figured that perhaps using StereoLayers we can render cubemap and Oculus Mobile SDK do the same thing to it as it does to cubemaps in Oculus 360 photos app. Am I thinking in the right direction ? Now, the questions is how to render stereo cubemap using StereoLayers in UE4, if it's even possible at all ? The end goal is to be able to make either a 360 photo gallery a la Oculus 360 app, or to use that for archviz - have several rooms pre-rendered in stereo cubemaps and have clients transition from "room" to "room" by swapping cubemaps in StereoLayers. Thanks2.7KViews1like8Comments[Gear VR] GPU particles and horrible performance
I was learning / working with particles for my project and it turned out that GPU particles are horribly slow (and probably bugged/broken) in Gear VR. Here is the video with CPU particles (performance drops are due to video recording): https://www.youtube.com/watch?v=6ZjtqHaKSlg Once the drone crashes and particle system attached to it is deactivated, fps is still good. When I made smoke trail on the drone flying over in the arc to be GPU particles (exact same look and rate), fps dropped to the floor and even after particle system got deactivated and visibility was turned off, fps still stayed super low. My guess is it's a question to Epic, but I am sharing my finding here too.3.3KViews0likes13Comments[Gear VR] Performance drops when activating particle system - why?
https://www.youtube.com/watch?v=WbyJzk0xaFk When I activate particle system on the rising drone (using Activate node), performance drops momentarily. Do you happen to know why is this happening and how to work around it ? Thanks2.7KViews0likes12Comments[Gear VR / Oculus Go] Any optimizations or Vulkan, or ES 3.1 support coming to UE 4.19 / 4.20 ?
Since Oculus Go is about to be launched (assuming release time frame outlined in 2017 as "beginning of 2018" still stands) I am wondering if UE 4.19 (or 4.20) will get more optimizations / features enabled or get Vulkan (or ES 3.1) support for Gear VR and Oculus Go. Thanks3.7KViews0likes14Comments[Gear VR] Multiplayer using Blueprints ?
The goal is to have one player to run UE4 app on Gear VR and host a session, inviting friends from the friend list (up to 4 people total, including player). Person who gets invited would run the same app and join the host. Is it something that can be done out of the box, using Blueprints ? Any tutorials or example projects available ? Thanks1.1KViews1like4Comments[Gear VR] Motion controller buttons mapping in 4.19 ?
I am updating my project to 4.19 and I am having difficulties with mapping touchpad correctly. Currently I am using MotionController (R) Trigger for controller's trigger and MotionController (R) FaceButton 6 for touchpad press (used to use MotionController R Thumbstick). However, those two work identically. So whether I pull the trigger or press down the touchpad (press it as a button, dead in the center), it calls the same function in my BP code. By design though, trigger pull should call one function, and touchpad should call entirely different function. I followed Epic's official docs, but that don't seem to work as described. Using launcher version of UE 4.19p3. I am using prototype motion controller, not the retail one (although I doubt it's a hardware flaw). Can someone please help me ?2.3KViews0likes8Comments[Go / Gear VR] How to determine what HMD user uses ?
@imperativity I just tested my app on Go and was instantly disappointed with the controller. It's not the same as Gear VR and I am gonna have to adjust a lot of things for it :/ That being said, now I have to know what HMD user uses and based on that select control scheme. How can I determine whether it's Gear VR or Oculus Go in use, using Blueprints in UE 4.19.2 (or in upcoming 4.20) from Oculus github repo ? Thanks beforehand1.5KViews0likes5Comments