So, I just tried UE 4.24.2 + 1.45 on 13.0 Quest and ... Vulkan sucks big time (performance is horrible, RAM usage still as bad as it was), ES3.1 has rendering artifacts (but performance seems to be normal).
You have to sign with Epic to be a licensee (for free of course), then your github account will be linked with UE4's and you'll be able to see UE4's source code, along with all the forks, including Oculus fork.
I was working a game for Go that was a lot more complex than what I see on the Stardust VR video. I didn't have any performance gains in ES2 and I used ES3.1 all the way. Do you use mobile HDR and PP at all in your game ?
On top of…
Here is another problem. Using 4.24.1 + 1.44 and trying to package Dev build (using Vulkan 64-bit) I am getting this error: https://pastebin.com/MnV186SB
I had no problem packaging Vulkan Shipping build or ES31 both Dev and Shipping builds.
I've been messing with 4.24.1 + 12.0 and Vulkan lately and I can confidently say that mobile GPU instancing bogs performance down badly. That's on top of the fact that Vulkan is still slower and less consistent than ES3.1 :(
I wouldn't keep your hopes up - even basic stuff from Platform SDK hasn't been exposed to BPs and you want latest and greatest to be in BP.. As for VoIP, UE4 doesn't even have mic input support on Android.
I still don't see how it needs to be in the public store. It can be on HMDs located in the Samsung's stores, malls, etc. (kinda like a kiosk). It can be somehow (that's some technicality for you, Oculus and Samsung to figure out), maybe via deep lin…
If you do this for Samsung, then you'd send it to Samsung and Samsung would submit it for approval. I am sure this is a miscommunication issue. Somehow Oculus has to have a validation from Samsung that you are submitting this app on their behalf.
Are you saying now we can build 64bit Android for Quest and have native spatialization/reverb/reflections/etc. simply using UE4 without any additional 3rd party plugins (besides Oculus Audio) ?
Probably worth reporting the issue with dynamic material instance to Epic.
What do you mean by "physics works still works" and it's "better than instanced static meshes"? I am not sure about the relation betwee…