Skip to main content
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
    This topic has been closed for replies.

    34 replies

    New Participant
    August 14, 2019
    @DizzyDerF What settings did you use? I used the setting listed in unreals doc but I couldnt get it to work without crashing. I removed the Mobile HDR and the OpenGL. It works but I'm seeing a fame rate drop. I'm also using 4.23.0 preview 6.

    https://docs.unrealengine.com/en-US/Platforms/Mobile/Android/VulkanMobileRenderer/index.html
    Up and Coming
    August 21, 2019
    I have mobile hdr disabled, 4x MSAA,  ARM64, with Vulkan enabled.  Using Oculus Branch 4.22.3 from Github. 
    Inspiring
    August 21, 2019

    DizzyDerF said:

    I have mobile hdr disabled, 4x MSAA,  ARM64, with Vulkan enabled.  Using Oculus Branch 4.22.3 from Github. 


    Oculus Audio is 32bin only, so I am not sure why people build ARM64 at this time :/

    Up and Coming
    August 30, 2019
    Speaking of Oculus Audio, I don't have this plugin enabled, and a project I'm working on porting from Rift to Quest, the audio is all pitch-shifted on Quest, some sounds high, some sounds low. Audio is being played back in a level sequence. Anyone know of a fix for this? 
    MaxArch
    Inspiring
    September 28, 2019

    DizzyDerF said:

    Speaking of Oculus Audio,..., the audio is all pitch-shifted on Quest, some sounds high, some sounds low. ...Anyone know of a fix for this? 


    I read somewhere (don't know the source - could be this forum) Quest requires that ALL AUDIO be at 48000kHz
    October 23, 2019

    DizzyDerF said:

    I have mobile hdr disabled, 4x MSAA,  ARM64, with Vulkan enabled.  Using Oculus Branch 4.22.3 from Github. 


    Are you guys using the Occulus build of unreal? or just normal unreal?
    I can not get Vulkan to run - using 4.23.1f 
    Participant
    October 23, 2019



    DizzyDerF said:

    I have mobile hdr disabled, 4x MSAA,  ARM64, with Vulkan enabled.  Using Oculus Branch 4.22.3 from Github. 


    Are you guys using the Occulus build of unreal? or just normal unreal?
    I can not get Vulkan to run - using 4.23.1f 


    Using the oculus build of Unreal. You need to use build setting for arm7 not 64 or else it won’t run. 
    Up and Coming
    October 24, 2019


    Are you guys using the Occulus build of unreal? or just normal unreal?
    I can not get Vulkan to run - using 4.23.1f 


    Using the oculus build of Unreal. You need to use build setting for arm7 not 64 or else it won’t run. 


    I've been building ARM64 with Vulcan and it runs.
    October 24, 2019
    thanks - but anyone have used the normal Unreal? not the Occulus version? - or is it simply not possible via normal Unreal - to run Vulkan?
    Inspiring
    October 24, 2019


    thanks - but anyone have used the normal Unreal? not the Occulus version? - or is it simply not possible via normal Unreal - to run Vulkan?


    If you are using Oculus, then it only makes sense to use their UE4 fork.