Unrela enigne 5.2 or 5.3 (movable spotlightshadows) Quest 3 or 2 standalone
Does any one have a idea hwo to setup movable spotlight shadows in standalone in forward shading instance stereo on and multiview on. Its just bugged for me grey overla on left lens and right lens is just black also no shadows at all. To replicatate: Create in any UE5 engine a VR template and check support movable spotlighshadows. After that the mobile preview and Quest 3 2 standalone does not render at all...606Views0likes0CommentsQuest 3 single pass shader issues not on other quest headsets
I have an app that is using a shadergraph from Cesium. On quest 2 and Quest Pro it builds fine on singlepass/multiview, but on Quest 3 something breaks unless it is built with Multiview. It ends up showing weird green bars that obscure the objects in the scene. This is mixed reality, so the green bars actually just are a tinted passthrough. Oddly it only does it on built apps to the headset, so it is difficult to pinpoint what element exactly is causing the issue. Anyone else have any problems like this only on the Quest 3? I am not sure if it is a shader issue, or if it is a bug in the Quest 3.714Views0likes0CommentsDoes the Quest support Geometry Shaders at all?
When using the VrCubeWorld_Vulkan sample (ovr_sdk_mobile_1.24.0), querying the device features I see zero returned for: VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MULTIVIEW_FEATURES.multiviewGeometryShader Can I therefore assume that geometry shaders are not supported at all on the Quest currently, not just for multiview but for normal non-multiview rendering or even OpenGL?2.4KViews0likes3CommentsCan Oculus Quest support 2 activities
I use UE4 and Native SDK to develop a Quest APP.The logic is that i can see the UE4 activity firstly,then jump to anther activity that is developed by Android Native SDK. The problem is that i cann't see anything in this activity of Native SDK after jumded. But there is no problem in Oculus Go using this APP.478Views0likes0CommentsUnreal Engine 4.19 - Multiview not working
IHi I am using UE 4.19 source build from Oculus. Trying to run some tests with the Mobile Temple demo assets on my Oculus GO. Basic demos from UE4 and my own test code works fine on the GO. But I had some issues with the Mobile Temple assets. As per docs I set the framerate to 72 and also turned Foveated rendering on. The Android environment is properly configured and I am building with ASTC and OpenGL ES2. However there was very bad image tearing around the periphery of the view. I tried turning on both Multiview and Multiview Direct but that results in a blank display. I tried with both the deferred as well as forward render. Also the antialising is really bad even with MSAA turned on. Am I doing something wrong ? Sanjit1.6KViews0likes2Comments[GearVR] Multi-View
I got really confused about documentation. In here: https://developer3.oculus.com/documentation/game-engines/latest/concepts/unreal-multi-view/ It says that Multi-View for Mobile only works with OpenGL ES 2.0, and that the 3.1 must be NOT selected. On Unreal Editor it says that to make Multi-View work you must select Open GL ES 3.1. The last update for Unreal (4.16-Preview 1) it has on the Release Notes: "The mobile multiview path now supports GearVR." That means that it never worked? It was working on the branch from Oculus? Which OpenGL we should use? Thanks,554Views0likes1Comment