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Inspiring
June 6, 2018

[Go / Gear VR] Are UE 4.20 updates relevant to mobile VR ?

@imperativity

4.20 preview 1 is out and it has some interesting goodies: https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1485599-unreal-engine-4-20-preview

I am wondering if any of those goodies relevant to Go / Gear VR (GLES2 and Vulkan in the nearest future):

Instanced Stereo Rendering: Translucency Support. We’ve taken the improvements to the Instance Stereo Rendering (ISR) path that we made for Robo Recall, and improved them to work across a more robust set of features in the engine. 4.20 adds support for performing the translucency rendering pass using ISR, which can significantly reduce CPU cost on translucency-heavy scenes

Mobile Updates:
  • All of the mobile improvements and optimizations we’ve made for Fortnite on iOS and Android
    • Improved Android Debugging
    • Mobile Landscape Improvements
    • RHO Thread on Android
    • Occlusion Queries on Mobile
    • Software Occlusion Culling
    • Platform Material Stats
    • Improve Mobile Specular Lighting Model


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    43 replies

    Participant
    September 4, 2018

    motorsep said:

    @aussieburgerVR

    Once 4.20.3 is out and Oculus fork is released, I'll try manually patching the code with that commit and see if it does the job.

    Did you have success?
    motorsepAuthor
    Inspiring
    September 4, 2018

    Cykyria said:


    motorsep said:

    @aussieburgerVR

    Once 4.20.3 is out and Oculus fork is released, I'll try manually patching the code with that commit and see if it does the job.

    Did you have success?


    Has 4.20.3 come out ? Has Oculus released an updated fork based on 4.20.3 ? I didn't get the memo /s
    motorsepAuthor
    Inspiring
    October 3, 2018
    October 12, 2018
    I tested 4.21 and the issue is fixed - there is no more popping of meshes as you look around with occlusion on. Unforutnately the debug canvas is not showing stats correctly so I cannot really validate the draw calls to confirm that occlusion itself is still working :( I've reported this bug to Epic and hopefully they can fix it before the 4.21 final.
    MaxArch
    Inspiring
    October 12, 2018
    @aussieburgerVR you can build for GO without any problems? I'm running into font & gradle errors.(4.21.0p1)
    Edit: if works in 1 project if I change the configuration to 'development' and untick 'for distribution'. Once it has build and launched successfully, you can set it back. Still no way to replicate this problem.

    October 12, 2018

    maxBr said:

    @aussieburgerVR you can build for GO without any problems? I'm running into font & gradle errors.(4.21.0p1)

    This should be reported to Epic


    MaxArch
    Inspiring
    November 7, 2018

    @imperativity
    Due to some outstanding bugs in this implementation, we are holding back on releasing a mobile Vulkan release at this time. I don't have an ETA for release unfortunately.


    Today 4.21 launched and in the changelog Epic writes;
    With the help of Samsung, Unreal Engine 4.21 includes all of the Vulkan
    engineering and optimization work that was done to help ship Fortnite on
    the Samsung Galaxy Note 9 and is 100% feature compatible with OpenGL ES
    3.1. Projects that utilize Vulkan can run up to 20% faster than the same project that uses OpenGL ES."

    20% increase would be nice so I tried a 4.21 Vulkan build from UE and it won't launch on the GO. Any news you can share if/when we can try out Vulkan on the GO?
    motorsepAuthor
    Inspiring
    November 7, 2018
    @maxBr

    That is Vulkan for pancake mobile, not for VR.. Mobile VR Vulkan is not ready yet (for Oculus platform at least - Daydream had it since day 1).
    MaxArch
    Inspiring
    November 7, 2018
    @motorsep too bad - any new goodies / fixes you did find in 4.21 that do make a (small) difference for VR / GO?
    motorsepAuthor
    Inspiring
    November 7, 2018

    maxBr said:

    @motorsep too bad - any new goodies / fixes you did find in 4.21 that do make a (small) difference for VR / GO?


    Round Robin occlusions, fixed (allegedly) software occlusions from 4.20. GLES 3.1 supposedly working with multiview now and with FFR (I haven't tested yet, waiting on Oculus 4.21 integration release).

    I don't really know what else is done under the hood to aid performance on Go. I assume any optimization on CPU side of things done for Fortnite would help on Go too.