When is MetaXR OpenGL ES 3.2 Support Slated to occur? If ever?
Looking at the docs it seems like OpenGL ES3.1 is reported to be supported. But UE5 and 5.1 use ES 3.2. Having just tested MetaXR plugin with UE5.0 and enabling ES3.1 I found a brief but very vital warning stating "LogHMD: Warning: OpenGL is not currently supported by OculusXRHMD plugin". UE5 and 5.1 out of the box with OpenXR I don't belief share that information and simply crash when enabling ES 3.2. So essentially, is the aim to depreciate OpenGL ES 3.2 support? Will it continue to be supported until Vulkan reaches feature parity at least? Any news regarding this would be very helpful for VR Video Playback in Unreal and probably in general.2.3KViews0likes0CommentsUE5.1 6K Video Vulkan Performance Issues
Since 4.27 if you try and play a 6K video with Vulkan there is a big performance drop unusable. In 4.27 I managed to get our app to run with OpenGL but in 5.1 I haven’t managed to do that using OpenXR. My understanding is to use Vulkan as much as possible but atm this is not possible. What advice is there for 6K video playback on Vulkan in 5.1. or getting OpenGL to not crash in 5.1?1.3KViews2likes0CommentsIs Being/EndRenderQuery() supported in the Quest environment
Hey guys, I have been having a hard time getting GPU profiling data on the Quest using Unreal engine, The profilegpu cmd causes a crash, the Unreal Insight profiling tool from them has atm no GPU implementation and I am not getting the data I want from Snapdragon. I asked in the Unreal support and their engineer said that the 4.25 UE in 11173995 starts supporting GPU profiling only if their FRealtimeGPUProfilerEvent is supported by their RHI layer. The RHI layer only supports that functionality if the underlying graphic API supports the Being/EndRenderQuery(). That is an unreal interface function, which I think is linked to the the OpenGL Es 3.2's glBeginQuery/ Vulkan's Query Operations. Or is it something that Oculus implements? I am not sure. At any case it doesn't hurt, to ask, I would like to know if that is supported on the Quest environment.512Views1like0CommentsOpenGL ES 3.1 compatible device can't launch OpenGL ES 3.1 game
Hello, While going through the submission process we are being told that the game fails to launch, specifically on Note 5 and Samsung S6 Edge. We are using Unreal Engine 4 and OpenGL ES 3.1. We have bought an S6 Edge this morning and we are comparing the logcat between the S6 (which works fine) and the S6 Edge which fails on launch. To our surprise this is what the S6 Edge logcat prints out: LogRHI: App is packaged for OpenGL ES 3.1 but device has not met all the requirements for ES 3.1 : LogRHI: Device has OpenGL ES 3.1 support: YES LogRHI: Floating point render target support: NO LogRHI: EXT_shader_io_blocks support: NO This makes no sense to us. Why would a device that supports 3.1 not support it fully? How can the Edge version of the phone differ so widely? Also keep in mind this game runs ES 3.1 on a Note 4! This error message can’t possibly be correct! I’m inclined to believe that this is not the issue at all. Instead, I think it’s more likely that Unreal Engine is doing something wrong when attempting to recognize the device specifications and blocking the app from running. Can anyone shed light on this issue?5.6KViews0likes6Comments