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October 21, 2024

Tonemap Subpass stopped working in builds - UE5.4.3, Meta fork 69.0

  • October 21, 2024
  • 5 replies
  • 1253 views

Since updating to 5.4.3, using r.TonemapSubpass=1 results in a black screen in builds. This has worked perfectly fine before and it does still work when playing in editor. Wondering if anyone else has encountered this issue as well. This is my .ini render setting currently used. Note that previously, r..TonemapSubpass is set at runtime (BP), added the first line in .ini for testing purposes. If anyone has some insight I would greatly appreciate it. 

 

[/Script/Engine.RendererSettings]
r.Mobile.TonemapSubpass=1
r.Mobile.ShadingPath=0
r.Mobile.SupportGPUScene=True
r.Mobile.AntiAliasing=3
r.Mobile.FloatPrecisionMode=0
r.Mobile.AllowDitheredLODTransition=False
r.Mobile.VirtualTextures=True
r.DiscardUnusedQuality=False
r.Shaders.CompressionFormat=2
r.AllowOcclusionQueries=False
r.MinScreenRadiusForLights=0.030000
r.MinScreenRadiusForDepthPrepass=0.030000
r.MinScreenRadiusForCSMDepth=0.010000
r.PrecomputedVisibilityWarning=False
r.TextureStreaming=True
Compat.UseDXT5NormalMaps=False
r.VirtualTextures=True
r.VT.EnableAutoImport=False
r.VirtualTexturedLightmaps=False
r.VT.AnisotropicFiltering=False
bEnableVirtualTextureOpacityMask=False
r.VT.TileSize=128
r.VT.TileBorderSize=4
r.vt.FeedbackFactor=16
WorkingColorSpaceChoice=sRGB
RedChromaticityCoordinate=(X=0.640000,Y=0.330000)
GreenChromaticityCoordinate=(X=0.300000,Y=0.600000)
BlueChromaticityCoordinate=(X=0.150000,Y=0.060000)
WhiteChromaticityCoordinate=(X=0.312700,Y=0.329000)
r.ClearCoatNormal=False
r.DynamicGlobalIlluminationMethod=1
r.ReflectionMethod=1
r.ReflectionCaptureResolution=128
r.ReflectionEnvironmentLightmapMixBasedOnRoughness=True
r.Lumen.HardwareRayTracing=False
r.Lumen.HardwareRayTracing.LightingMode=0
r.Lumen.TranslucencyReflections.FrontLayer.EnableForProject=False
r.Lumen.TraceMeshSDFs=0
r.Shadow.Virtual.Enable=1
r.RayTracing=False
r.RayTracing.Shadows=False
r.RayTracing.Skylight=False
r.RayTracing.UseTextureLod=False
r.PathTracing=True
r.GenerateMeshDistanceFields=False
r.DistanceFields.DefaultVoxelDensity=0.200000
r.Nanite.ProjectEnabled=True
r.AllowStaticLighting=True
r.NormalMapsForStaticLighting=False
r.ForwardShading=True
r.VertexFoggingForOpaque=True
r.SeparateTranslucency=False
r.TranslucentSortPolicy=0
TranslucentSortAxis=(X=0.000000,Y=-1.000000,Z=0.000000)
vr.VRS.HMDFixedFoveationLevel=1
vr.VRS.HMDFixedFoveationDynamic=False
r.CustomDepth=0
r.CustomDepthTemporalAAJitter=False
r.PostProcessing.PropagateAlpha=2
r.DefaultFeature.Bloom=False
r.DefaultFeature.AmbientOcclusion=False
r.DefaultFeature.AmbientOcclusionStaticFraction=False
r.DefaultFeature.AutoExposure=False
r.DefaultFeature.AutoExposure.Method=0
r.DefaultFeature.AutoExposure.Bias=1.000000
r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
r.DefaultFeature.MotionBlur=False
r.DefaultFeature.LensFlare=False
r.TemporalAA.Upsampling=False
r.AntiAliasingMethod=3
r.MSAACount=4
r.DefaultFeature.LightUnits=1
r.DefaultBackBufferPixelFormat=4
r.Shadow.UnbuiltPreviewInGame=True
r.StencilForLODDither=False
r.EarlyZPass=3
r.EarlyZPassOnlyMaterialMasking=False
r.Shadow.CSMCaching=False
r.DBuffer=True
r.ClearSceneMethod=1
r.VelocityOutputPass=1
r.Velocity.EnableVertexDeformation=2
r.SelectiveBasePassOutputs=False
bDefaultParticleCutouts=False
fx.GPUSimulationTextureSizeX=1024
fx.GPUSimulationTextureSizeY=1024
r.AllowGlobalClipPlane=False
r.GBufferFormat=1
r.MorphTarget.Mode=True
r.GPUCrashDebugging=False
vr.InstancedStereo=False
vr.PixelDensity=0.8
r.MobileHDR=False
vr.MobileMultiView=True
r.Mobile.UseHWsRGBEncoding=True
vr.RoundRobinOcclusion=True
vr.SupportMobileSpaceWarp=True
r.Mobile.Oculus.SpaceWarp.Enable=True
r.MeshStreaming=False
r.HeterogeneousVolumes=False
r.WireframeCullThreshold=5.000000
r.SupportStationarySkylight=True
r.SupportLowQualityLightmaps=True
r.SupportPointLightWholeSceneShadows=True
r.SupportSkyAtmosphere=True
r.SupportSkyAtmosphereAffectsHeightFog=True
r.SupportCloudShadowOnForwardLitTranslucent=False
r.Shadow.TranslucentPerObject.ProjectEnabled=False
r.Water.SingleLayerWater.SupportCloudShadow=False
r.Strata=False
r.Strata.BytesPerPixel=80
r.Strata.OpaqueMaterialRoughRefraction=False
r.Strata.Debug.AdvancedVisualizationShaders=False
r.Material.RoughDiffuse=False
r.Material.EnergyConservation=False
r.OIT.SortedPixels=False
r.SkinCache.CompileShaders=False
r.SkinCache.SkipCompilingGPUSkinVF=False
r.SkinCache.DefaultBehavior=1
r.SkinCache.SceneMemoryLimitInMB=128.000000
r.Mobile.EnableStaticAndCSMShadowReceivers=True
r.Mobile.EnableMovableLightCSMShaderCulling=True
r.Mobile.Forward.EnableLocalLights=True
r.Mobile.Forward.EnableClusteredReflections=False
r.Mobile.EnableNoPrecomputedLightingCSMShader=False
r.Mobile.AllowDistanceFieldShadows=False
r.Mobile.AllowMovableDirectionalLights=False
r.Mobile.EnableMovableSpotlightsShadow=False
r.GPUSkin.Support16BitBoneIndex=False
r.GPUSkin.Limit2BoneInfluences=False
r.SupportDepthOnlyIndexBuffers=True
r.SupportReversedIndexBuffers=True
r.Mobile.AmbientOcclusion=False
r.GPUSkin.UnlimitedBoneInfluences=False
r.GPUSkin.UnlimitedBoneInfluencesThreshold=8
MaxSkinBones=(Default=65536,PerPlatform=(("Mobile", 256)))
r.Mobile.PlanarReflectionMode=0
r.Mobile.SupportsGen4TAA=True
bStreamSkeletalMeshLODs=(Default=False,PerPlatform=())
bDiscardSkeletalMeshOptionalLODs=(Default=False,PerPlatform=())
r.PPM_DefaultCalibrationColor
r.XRSoftOcclusionsPermutation=True
xr.VRS.DynamicFoveation=False
r.Streaming.PoolSize=3000
r.MeshDrawCommands.DynamicInstancing=1

 

 

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5 replies

alefriant
Participant
October 24, 2024

Hi NA_DS 
Seems this isn't compatible with Dynamic Occlusion, which is a disaster... Without Occlusion the headset won't be able to run anything with a good frame rate. 
I suggest you to try that.
Did you posted the issue in Git? More requests are better.

Regards!

NADSAuthor
New Participant
October 24, 2024

Hey ale.friant ,
Thanks for the reply. Occlusion Culling is off for this project, as well as r.AllowOcclusionQueries set to false in .ini.
Will try to post om Git also.
Thanks!

alefriant
Participant
October 24, 2024

I got a reply from them today and in the new release they have culling and tonemap should work. 
Anyways I'll stay in 5.3.2, 5.4 is too unstable specially for Android. I'll wait 5.5
Good luck!

Up and Coming
February 11, 2025

Unreal Meta fork 5.5.0 + r.TonemapSubpass=1     - black screen in builds

New Participant
August 4, 2025

Unreal Meta Fork 5.4.4
I also get a blackscreen if Passthrough Layer was initalized and Subpass enabled.