Is there a way to turn on anti aliasing MSAA for GearVR in Unreal Engine 4.14?
I'm working with Unreal 4.14 which supposedly even has a new forward rendering path for VR, though not sure if it is meant just for desktop vr or for mobile too. I'm attempting to get antialiasing working on a Galaxy S6 with GearVR, but I've spent the past 2 days trying out all sorts of things and nothing makes a difference. Basically, I start with a blank project set to mobile + scalable graphics quality. Then I've tried the following. Always packing to Android ETC2: . default project settings (theoretically deferred path by default). . With the new forward rendering option. . Setting any combinations of the following console variables: . r.MSAACount . r.MSAACompositingSampleCount . r.DefaultFeature.Antialiasing . r.MobileOnChipMSAA . r.MobileMSAA . r.MobileContentScaleFactor . gearvr.EnableMSAA Nothing seems to enable anti aliasing. I also posted this on SO, gamedev SE, Unreal AnwerHub and the Unreal forums. and no one has replied anything other than "MSAA should be on by default for GearVR." Has anyone experienced this? Does anyone have any thoughts?Solved26KViews0likes29CommentsVRC.Quest.Functional.9 - How to map Oculus Home Button
Hi! I am in the process of App Review, and it just failed due to VRC.Quest.Functional.9. The user's forward orientation is not reset when the Oculus Home button is long-pressed. But the Documentation at Oculus Controller Input Mapping does not have a reference to Oculus Home Button. How do I get an event in order to execute the Forward Orientation function (Which my game already supports, just in another binding)8.7KViews3likes22CommentsRoom scale matching IRL location - How to manage Quest2 orientation?
Hi all, I'm creating an app for the Meta Quest2, where a user can walk in and out a room ( L shaped with an open door, nothing fancy ), which has been built based on a real life location, so the virtual environment ( built in Maya using technical drawings of the place ) match the IRL environment. Now I'm having the following issue and I would like some advices: While doing the room scale, I tracked both the inside of the room and a little bit outside the room ( in front of the door ) and set the pawn start location outside the room, at a specific distance from the door, so IRL I also have the same distance as the starting point of the pawn....as soon as the app starts, the pawn has a predefined orientation ( always looks towards the door ), while if I start the app and I'm not looking towards the door IRL, I have a misalignement between the virtual and IRL locations. To temporarily solve this issue I created a 3d printed stand for the Quest2, so that it sit thight there, and I placed the stand in front of the door at a specific distance ( the stand is also placed on top of a pedestal to be able to have the Quest2 at eye level ), so that it matches the distance between IRL and virtual start location. In order to sort out the orientation, I used one of the buttons on the controller to turn on the visibility of the room scale tracking area ( show/hide Guardian Visibility ), so that while the Quest2 is still on the stand, I can look inside the Quest2 and physically rotate the stand to match the orientation between the Guardian tracking area and the virtual environment, using the Guardian tracking area as a guide. When the two environment seems to be aligned, I get the Quest2 from the stand and test it by walking inside the room, and with still the Guardian visibility turned on, I check if the two envirnoments aligned properly. It works, but is not very user friendly, and if the stand is not locked in place after the orientation alignment, the entire calibration is messed up. So is there a proper/different way to align/orient the Quest2 so that the IRL environment match with a virtual environment which has the same geometry? Thanks in advance.8.1KViews0likes12CommentsUnreal Run on Device of oculus quest 2, I only can see the black screen with three dots.
From Beginning of projects, the run on oculus quest tool bar button worked fine; I can enjoy developing my game. determining packaging projects, I only can see the three dots on the black screen. My project settings is following as: Target hardware : Mobile/Tablet, Scaleable 2d or 3d Packaging use pack: tick material shader code share: tick Shared material native library: tick prerequsite installer include : tick Engine Rendering Mobile shre vertext fog inactivate : tick CSM cascade number : 2 Mobile MSAA : No MSAA Movable Light CSM Shader Currling Support: tick Textuture streaming : tick Reflection Capture Resolution: 64 smooth suruface mixxing light map reduce: tick Forward Shaing: tick Mesh distance filed create: tick 8bit mesh distance field: tick Mesh distance filed compress: tick DBufffer Decal: tick VR Instance Stereo: Tick Mobile HDR : Tick Platform Android SDK version: 21-29 arm 7, arm64: tick OpenGL ES.3.1 : tick occulus Mobile Device Package: Oculus Quest 2Solved8.1KViews0likes4Comments[Go] Movie file fails to load in Oculus Go
I'm setting up a media player in UE4.19.2, largely following the method described here: https://docs.unrealengine.com/en-us/Engine/MediaFramework/HowTo/FileMediaSource File plays fine in preview on PC, but fails to load in the Oculus Go with this error: LogPlayLevel: 06-05 15:47:19.591 12891 12909 D UE4 : LogMediaUtils: Error: Cannot play file://../../../MyProject/Content/Movies/mymovie.mov, because none of the enabled media player plug-ins support it: I imagine this indicates that the file is encoded in an unsupported codec - what's the recommended file format for a movie to be played by UE4 Media Framework on the Go? Thanks! _Kevin6.4KViews0likes4CommentsOpenGL 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?5.6KViews0likes6CommentsOculus Quest 1 not generating rec.upipelinecache file
Hello, I'm trying to implement ue4's native PSO system into my project. Right now it won't cache and generate the rec.upipelinecache file nor it's associated folder CollectedPSOs. Even when I manually create the CollectedPSOs folder. I've followed UE4's own tutorials for Gathering PSO Data and Enabling PSO Caching. The only deviations have been the Gathering PSO Data's step 5, where I select Android and Android_ASTC instead of Android and Android_ETC1. However nothing I've tried so far has resulted in the rec.upipelinecache file generating in my Quest's folders. Is there something these two tutorials neglected to mention or do I need something else to set-up the PSO caching? Is it even possible on the Oculus Quest? Here are the links to the aforementioned tutorial pages: https://docs.unrealengine.com/en-US/SharingAndReleasing/PSOCaching/GatheringPSOData/index.html https://docs.unrealengine.com/en-US/SharingAndReleasing/PSOCaching/EnablingBuildingPSOCaching/index.html5.2KViews2likes6CommentsOculus Quest / Unreal 4 Media Player Material and /or Sequence Material
Has anyone had any luck getting a Media Player Material and/or a Sequence Material to work in the Oculus Quest? When I launch to the Quest all my materials show up except for the Media Player material. Any suggestions?5.1KViews0likes10Comments