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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

    MaxArch
    Inspiring
    October 24, 2019
    Anyone else noticed an fps drop (20-25%) using Vulkan in 4.23 (Oculus version) as well? I notice this with more large projects. Haven't found any logic whats causing this (yet)
    Inspiring
    October 24, 2019
    Nope, I got no fps drop using Vulkan in a static environment compare to ES31, but it's still not production ready. It uses a lot more RAM than ES31, it's unstable when rendering animated skeletal models (AI characters for example), it has visual glitches. It does reduce drawcalls according to "stat unit", but how reliable is that number ?!
    October 25, 2019

    motorsep said:



    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.

    Thanks motorsep. 
    Now i setup the occulus version of unreal 4.23 yesterday - and i can get it running with vulkan on the normal UE VR template but when i open my other project - (that was running - but with low fps - in the normal Unreal versoin) - and starts building in the oculus version - then it tells me this error before crashing:

    Assertion failed: LODModel.bHasAdjacencylinfo [..... Engine/Private/STaticMeshRender.cpp] [Line:797]

    Besides that i notice that the Unreal project folders get pretty big - like 3-5 gb bigger when i run it with Vulkan support - even for the default UE VR scene.

    Im also dont have many years of expereince with VIsual Studio - but it seems the Unreal Visual Studio project folder is arround 100 gb. 
    Is there a way to avoid this? - or - im actually asking - is that the correct way im doing it? or can i just download a compiled exe/installation? 

    Thanks a lot
    October 25, 2019
    Should there be any difference in the Vulkan vs. ES31 look, shading and lighting?
    Im considering just building it all in ES31 for now - and then only at later point - when hopefully all is more stable go to Vulkan..
    Inspiring
    October 25, 2019


    Should there be any difference in the Vulkan vs. ES31 look, shading and lighting?
    Im considering just building it all in ES31 for now - and then only at later point - when hopefully all is more stable go to Vulkan..


    Not in my tests, no. They looked identical. 
    November 6, 2019
    i tested few setups with Vulkan now - on the 4.23 - and in this case Vilkan was just slower than ES31. 
    I'm just hoping very much that the Vulkan will actually be faster than the ES31 - maybe in an update of Unreal....

    New Participant
    November 12, 2019


    i tested few setups with Vulkan now - on the 4.23 - and in this case Vilkan was just slower than ES31. 
    I'm just hoping very much that the Vulkan will actually be faster than the ES31 - maybe in an update of Unreal....



    MaxArch said:

    Anyone else noticed an fps drop (20-25%) using Vulkan in 4.23 (Oculus version) as well? I notice this with more large projects. Haven't found any logic whats causing this (yet)


    4.22 was okay, but 4.23 frame drops for our project too
    MaxArch
    Inspiring
    December 2, 2019
    Tested Vulkan in 4.24.0pX. I don't see a big framedrop anymore like I had in 4.23. It seems to perform like ES3.1. Have to test more though. The purple glitches are still present so I don't see any reason to switch in 4.24.
    Inspiring
    December 2, 2019

    MaxArch said:

    Tested Vulkan .... The purple glitches are still present so I don't see any reason to switch in 4.24.


    Has Oculus responded to your bug report (if you ever made one) ?
    MaxArch
    Inspiring
    December 3, 2019

    motorsep said:


    MaxArch said:

    Tested Vulkan .... The purple glitches are still present so I don't see any reason to switch in 4.24.


    Has Oculus responded to your bug report (if you ever made one) ?


    I never reported this - I think I read more reports on the forums about this so never bothered. Will see if I can replicate it with Suntemple so they can investigate.