Texture doesn't show up on objects in Quest 3
Hello, i imported a gltf object with textures in a Quest 3 VR app. with unreal 5.3.2. In the editor and in MetaXR simulator i see the correct textures on the object. When I deploy the app to quest 3 i see the object in gray, without textures. PS: the object is a blueprint with smaller parts combined together. Why it works in editor and simulator and not on the quest device ?596Views0likes0Commentsmipmap blur/flickering at grazing angle, help plz!!
Hi, I have a painful issue about mipmap texture, for Oculus Quest 2 development. blur/flickering at grazing angle is causing big problem. Would like to seek help from the wisdom of the folks here. A bit context: I’m using projected photos for simple background evnironment(in following images). The problem is, mipmap gets too low res on grazing angle grounds. If I force mipmap to increase resolution, then other areas get too much resolution and start to fliker when viewed. especially worse viewed in the headset. Trying to understand the mechanism behind it, here are the question: 1 How does UE4 determine mipmap resolution? A. Is it per triangle based? B. Does stretching polygon along one axis affect the same way as proportional scaling? C. If I turn off or use bias to increase resolution of mipmap, some nearby areas get too high texture density and start to flicker. In this case, other than separating geo manually with differently-scaled texture segments, is there a better solution? D. Is there a way to manipulate the density threshold of the mipmaping? 2 How to visualize the texture density effectively? I know there is “Required texture resolution” to help visualize the density, but when switch into this mode, even selected the texture , it’s all black. Any one had the same issue? Many thanks to any light shining into the confused soul! Best regards1.6KViews0likes1CommentUE4 texture streaming always causes a hitch on Quest 1 + 2?
Using UE 4.25 Oculus branch. When I move closer to a mesh and it streams in a higher res texture there's always a very noticeable hitch. This also happens when a new actor is spawned and when I load a new level it'll stutter for 5 seconds while textures are streaming. The only way I can stop it is by disabling texture streaming but this isn't really an option. Anyone else seen this before?3KViews0likes1CommentTwo sided texture basecolor
Using the oculus fork of UE4.26, two sided textures ignore the basecolor node when using the forward shader. This does not happen in unreal 4.26, only in the oculus fork. Has anyone experienced something like that, and what is the best way to combat it?1KViews0likes1CommentStereo Layer displays missing texture in 4.23
Hey there, I am trying to implement stereo layers into my project and even though the layer itself is displayed, it only shows the generic texture ue4 displays if none is selected :( I encountered this on Oculus Go and Oculus Quest, doesnt matter if the texture is simply a picture or a media texture :/ I am Using UE4 4.23. I just created a test project with 4.22, there this problem doesn´t exist.656Views0likes1CommentAndroid Oreo breaking shaders/textures
Hello everybody, we are getting more and more reports of users having issues with Daedalus. Specifically, certain elements in the game are being rendered pitch black. Here are two screenshots: I've personally been able to confirm this happening on a Note 8 with Exynos. Game works fine on Android Nougat, updating to Android Oreo causes the issue. Other users have claimed the same. I'm not sure if this is an Exynos-only problem or not. I only have access to Exynos devices here in Spain. The amount of complaints rise steadily as the Oreo update is being pushed to users. There are also liquid platforms in the game, featured for the first time in the third level of stage 3 that are also experiencing this problem. I'm not entirely sure if it's a problem with the shader, as you can see, the white elements in the wand still work (first picture). I believe it must be the cubemap that is being passed to the shader as black, which is then multiplying with the diffuse color, resulting in a black surface. The white part you see on the wand is added at the end of the shader. That would explain why it's still visible. It might also be interesting to note, that Daedalus uses OpenGL ES 3.1 to make use of ASTC compression, prefiltered cubemaps, and uncompressed 8-bit RGB textures sampled in the vertex shader to make the liquid platforms possible. The current build uploaded to the Store is running Unreal 4.16 I believe, but we have another build in a private beta channel with 4.18. The issue is present in both. I'm also attaching to this thread two logs. One taken with Android 7, and the other one with Android 8. The main differences I can find between the logs are: Slightly different GL_VERSION: Android7: GL_VERSION: OpenGL ES 3.2 v1.r3p0-00rel0.dce8ca6a85819d8495118734e2e3ccc6 Android8: GL_VERSION: OpenGL ES 3.2 v1.r9p0-01rel0.1af9af8f7e4030fa12a53451ae1c788c Different GL_MAX_TEXTURE_SIZE: (I don't think this is relevant to us, no texture exceeds 2048 in our game) Android7: GL_MAX_TEXTURE_SIZE: 16384 Android8: GL_MAX_TEXTURE_SIZE: 8192 It is also interesting to note that there is an error message present in both logs: Error: Unsupported EPixelFormat 28 That error is apparently related to 32bit per channel textures, which we make no use of. :s Any help is greatly appreciated as we feel a bit lost with this one. Thanks!2.1KViews1like5Comments