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Inspiring
September 21, 2016

[Gear VR] Instanced Static Mesh component question

So I am still battling UE 4.13 and ISM.

Regardless what Epic staff states, I don't believe ISM is supported in Gear VR.

I used ISM actor with 8 instances of one of the Infinity Blade columns and I also simply duplicated those columns and merged meshes using Merge Actor tool.

I put those 2 actors side by side (in a way that when one actor is fully in the view, close up, the other one is outside the FOV so it could be culled) and tested performance in-game on the device. When ISM actor is in the view, fps drops to 20 (that's besides the fact that ISM actor renders black on the device). When merged actor is in the view - no fps drop at all (and it gets rendered perfectly fine).

@vrdaveb any idea if ISM is supported at all when doing VR rendering with ES2 path ? While ISM is more convenient than merged actors, I don't want to waste more time trying getting it to work on Gear VR.

Thanks
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11 replies

motorsepAuthor
Inspiring
September 25, 2016
@rpalandri

Finally got a solid reproducible test case (for ISM actors rendering black when located in the streaming levels): https://answers.unrealengine.com/questions/488041/gear-vr-instanced-static-meshes-are-broken-with-es.html

Also didn't see performance drop there when looking at ISM actor. Maybe something else is going on in my main project. 

Another issue discovered by accident is artifacts over the sky sphere in that test case. My main project has a simple skysphere and I see no artifacts. This test case uses sky sphere from FPS template and something is going on there. I don't recall seeing that in UE 4.10 - 4.11 (and I never tried using that sky in 4.12.5, so I don't know if it had the issue).