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Inspiring
March 3, 2016

[Gear VR] Torn static mesh

So finally I figured out issues with lightmaps and decided to put more or less realistic test case to work. Still hitting 58 fps. So there is no performance different between (almost) empty scene and actual level with ~25k tris, textures and lightmaps, and per polygon collisions. Quite odd if you ask me :/

Another issue surfaced with this test - my static mesh has missing polygons. Looks like has holes in random places. In the Editor on PC everything looks fine. In Gear VR - missing polygons.

I uploaded this project in case someone from Oculus wants to look at it. Please let me know and I will PM the link. Thanks!
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    4 replies

    motorsepAuthor
    Inspiring
    March 4, 2016
    This would be a good time to be able to snap a screenshot in Gear VR :/

    My guess is GLES 2.0 has limit for vertices for a continuous surfaces.
    motorsepAuthor
    Inspiring
    March 8, 2016
    Any ideas guys ?
    motorsepAuthor
    Inspiring
    March 16, 2016
    Filed bug report with Epic (with screenshots from the device):

    https://answers.unrealengine.com/questi ... les-2.html
    motorsepAuthor
    Inspiring
    March 25, 2016
    This one has been "resolved" - I split mesh into 20 pcs and reduced texture size from 4k to 2k. No more torn mesh artifacts.