That's what I did from the beginning. That was my initial test.
If you start with the VRtemaplate, you will run into the same issues. Dynamic Shadows do not work.
That guy had the same issues:
I was referring to this issue:
screenshot below shows the black artifacts on all edges, even when using simple geometry and prim…
hmm.. PP is for sure to expensive. Even if you would build for the Rift and PC-GPU. But I really wonder how the Mobile HDR effects the performance. Did you run any tests you could share when just using Mobile HDR?
thanks a lot for any info... chee…
yehaa... okay.. today I was able to figure out what was causing that issue.
It was a Lightmass issue.
But how come this thing happened?
I was using the LightMass GPU plugin that is available for download.
I love using the LightMass GPU, because it…
I guess you need to chose the right target platform when deploying from Unreal.
If you have the Quest with the USB Cable connected.. select the Quest when deploying.
Unreal copies the files directly to the Quest and you'll find the app under Unknow…
Absoulety.. I'll post my findings and results here as well ... just need to document it... sorry, got super busy with lot's of other stuff and didn't have any time last weekend.. hope to get back on this soon..
ohhh.. the dynamic shadow …
I figured out the problem with the black artifacts and updated my blog-documentation.
moving object doesn't cast any shadows.
Light Source: Rectangular
* One Light
what specifically do you both mean by loosing focus?
* are you talking about the tracking?
* do you mean, geometry starts "jumping" or being "jittery" or "laggy"?
* or do you mean, that the focal lens get's blurry, and …
this is strange. I also tested this last week. I loaded a Paragon Character with all the biped system. The Character works fine when using Unreal 4.24.2 by default using Shader Model 5. But after deploying to the Quest and even running a Preview wit…
3. Auto instancing
Do you recommend to create a Level Blueprint adding an executable command line?
I am wondering if this could fix my black artifact issues shown below:
Shader Model 5 is not supported. The Shaders are compiled to ES3.1. It's fore sure a good question how to deal with Look Development when working by default with Shader Model 5 and after you deploy to the Quest.
I wouldn't use the PostProcess Volume at all when deploying to the Quest or even to the Rift. It's to expensive. My latest tests showed a significant FPS drop - it's to expensive. I guess it's best to set your color-tones without using PPV and then …
very interesting. I am running into the same issues when it comes to AA. I am getting black artifacts.
see screenshot below:
No matter if I change the MSAA 2x, 4x, 8x
It's a super simple setup, just with primitive objects and I can't fig…
I am interested in the same field. I am currently running tests - my focus for now is maximum performance with maximum visual quality. Let's connect, I am pretty sure together we can make some development process.
I am planing to update my documen…
yes, that's how I started. The funny part about this.
I started with one plane, and one cube only. Two primitive objects with just one static light and one material, that has only one color assigned.
Result: --> Same problem.
I kept going addin…
When using Unreal, the editor is using by default Shader Model 5. The Quest runs on Android, and that doesn't support Shader Model 5. You need to switch to ES3.1.
Substance Materials (when just downloaded) are not supported, because the …
very interesting question. I believe, as long as you can package the game for the target platform Android, you should be able to copy it over to the quest via USB3 cable. Did you try that? Let me know if it worked!
Thank you so much for your reply - suuuuper cool, appreciate it!!! :)
I will test each component to see what impact it will have. It's a lot of testing, but I also want to document what's causing issues or what's "eating up" th…
Thank you Michael and MaxArch.
My project is setup with "Scalable 3D or 2D". So the "jumping" still remains and that doesn't really cause this problem.
The Plugin Substance:
You don't need that plugin at all. Just un…