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New Participant
May 24, 2019

UE4 / Quest / Vulkan - Proper Render/Project Settings?

Tried creating a simple test project with both the Oculus UE4 branch and Epic's latest 4.22 branch and if I enable Vulkan (ES2 and ES3.1 work fine ) I always get a crash on application launch. Tried all the settings I could find across the various Oculus and Epic documentation. Does anyone have this working currently that could share their basic project settings? Is it just broke in 4.22?

Thanks
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    34 replies

    New Participant
    May 25, 2019
    I too had to disable Vulkan to get my project to NOT crash, I feel your pain, I want that Vulkan performance boost.
    MaxArch
    Inspiring
    June 10, 2019
    Same question here:
    On https://developer.oculus.com/blog/down-the-rabbit-hole-w-oculus-quest-the-hardware-software/ it states the Quest supports Vulkan. UE 4.22 also supports Vulkan. So why does even the most simple app deployed on the Quest that uses Vulkan crash at launch?

    Edit: according to this post, you need to disable multi-view and FFR for Vulkan to work. Will test asap but wouldn't fps drop a lot by doing so?

    Edit2: No luck. at least I see my splash screen at loading. Immediate crash afterwards.

    Edit3: apparently it still needs a future Oculus Quest runtime update for Vulkan to work.


    New Participant
    June 16, 2019
    Same issue here: Blank project app crashes on launch when Vulkan is enabled.
    But it runs after disabling MultiView (FFR was already off). Also switched on arm64.
    Up and Coming
    July 24, 2019
    Did you guys ever figure this out?
    Inspiring
    July 24, 2019
    No and there has been no OS updates to support FFR/multi-view with Vulkan on Go/Quest, yet.
    Now there is Vulkan support (even on Go, although partial)
    Corysia
    Up and Coming
    August 7, 2019
    Has anyone tried this with the Oculus version of Unreal?
    VR Development: https://discord.gg/8R9SHQP Quest Example: https://github.com/Corysia/Unity-Oculus-Example
    New Participant
    August 7, 2019
    Participant
    August 13, 2019
    Working now, however you still cannot use chromatic aberration correction as it results in a crash. 
    Up and Coming
    August 13, 2019
    Just tried it out on 4.22.3, definitely seeing a performance increase on my Quest project. 
    Inspiring
    August 13, 2019
    @DizzyDerF

    Do you mind running a test case for GPU particle on your Quest? https://developer.oculus.com/bugs/bug/352218849045408/

    I don't have Quest, but it crashes on my Go.