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Participant
May 29, 2017

[GearVR] Multi-view and MobileHDR

Hi,

Can anybody explain to me why mobile multi-view doesn't work with MobileHDR ?
When I turn it on i only get the image of the left eye.

Any idea if this is just a bug or if it requires substantial work on the engine side ? Would I be wasting my time if I try to fix it in the engine myself ?

Is there any plan from Epic or Oculus to support this in the near future ?

Thanks
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5 replies

Participant
June 1, 2017
Hi,

I know it is not recommended for performance reasons but I was kind of hoping to have it in anyways.
On the GearVR version of our game, we pretty much manage to have 60FPS even with MobileHDR enabled. What hits us really hard performance-wise is the draw call count. We have to do all sorts of static actors merging in order to reduce draw calls otherwise the static actors drawing time takes 8ms or more per frame. Was hoping multi-view would help with this.


June 2, 2017
Checked your AA settings? If you have any AA set it can result in this problem - see: https://answers.unrealengine.com/questions/204390/ue-11846-mobile-hdr-on-gear-vr-progress.html

Make sure everywhere you have AA set off - cause UE4 adds MSAAx2 by default ;)

But you probably have a different problem if it works fine with multi-view turned off.

Up and Coming
June 3, 2017
Mobile HDR doesn't work with Multi-view according to UE4 documentation. Can't find the source though.
Participant
December 29, 2019
Doesnt work at all now in 4.23 and up. mobile hdr =instant crash
Ordered and Received DK1 Ordered DK2 within 18 minutes of announcement!! woot! Concerned about facebook thing, but would have done the same myself. Developing the VR gloves you always imagined(over 1 year full-time development, and looking sweet)
Up and Coming
January 26, 2020


Hi,

I know it is not recommended for performance reasons but I was kind of hoping to have it in anyways.
On the GearVR version of our game, we pretty much manage to have 60FPS even with MobileHDR enabled. What hits us really hard performance-wise is the draw call count. We have to do all sorts of static actors merging in order to reduce draw calls otherwise the static actors drawing time takes 8ms or more per frame. Was hoping multi-view would help with this.




Which device did you manage to get 60fps with HDR? I used an empty level with Galaxy s7 edge and I was getting ~ 40fps.