[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 ? Thanks3.2KViews1like10CommentsOculus Quest Unreal engine development problems
First off, we are using UE 4.23 and we did bang our heads trying to set it up to at least work on the quest. Now a few questions and problems here : 1. Why we can't have dynamic low res CSM shadows? - Turning mobile HDR on was tried and it looked horrible, frame rate dropped to 40fps on a simple basic scene. Glitches and artifacts appeared. What are we doing wrong? 2. Using Vulkan for the performance boost. - The game packages normally, but will not start on the Quest, just goes to black and ejects from the game. Found out by looking at the crash log that it was Vulkan splash texture. cpp - or something to do with Vulkan, disabled it and the game runs. Vulkan SDK installed as well - not sure if this has anything to do with it but hey, we tried that too... 3. Auto instancing works amazing if you know what console command to call upon. - We managed to have it working with r.MeshDrawCommands.DynamicInstancing 1 4. The slow process of packaging and testing an app. - The Launch does not work on the quest, hence we have to package every time to test a feature. 5. Running statistics is especially hard. - We heard about Renderdoc Capture and we will try to use it, if anyone has any experience with it, it would help a lot! 6. Debugging and testing - Console commands and experimentations are not something we can do at all on the quest, simply because we don't have a keyboard. Tried pairing a Bluetooth keyboard with it, connects but doesn't work at all. 7. Default lit becomes really expensive really fast. - 30 + object with Default lit already has a great impact on the performance, we ended up simulating shading with an emissive shader model. - credits to the creators of ScluptrVr - for the quest - can't post links yet :( 8. On a side note, a bug not related to Quest but to Rift : - Packaged the template VR scene for windows a few days ago and it WILL NOT run 90fps - stuck on 62, 16ms . We did not alter the template vr scene nor the configs, just a regular EXE package for windows. Only did we by accident discover that just pressing the WINDOWS button on the keyboard resulting the game window losing it's focus, the FPS returned to rock solid 90fps 11ms in the rift. How do we fix this? Smooth fps is off, there is no fps cap and it just doesn't make sense, we had a reversed situation before where alt+tab resulted in the game slowing down, but this is just bizarre now. Also worth noting, this does not occur on the HTC Vive - the same packaged exe file. Also worth noting, earlier packages made with 4.20 work normally. - Perhaps this is more suited to ask on UE4 answerhub, but I wanted to share it anyway. Thanks to everyone in advance and maybe some of these problems/hacks should be included in the docs for developing for Oculus Quest to ensure faster and better future development for the amazing platform that Quest is.Solved4.5KViews0likes2Comments