AFAIK Android 7 is not fully supported right now, which may lead to strange issues like this.
It's basically rolled out everywhere in the world now for S7/S7 Edge and it's been in beta 6 months be…
Indeed, updating to Android 6.0 solved the issue! (Oculus submission process claimed it crashed on 6.0 though, they might have a different S6 Edge model? In any case thanks a lot, we will ask for further details in a …
Just to update everyone. Issue is now gone after today's update on Android 6 on S7. I'm going to check if it's still present on Android 7 and I'll update this post.
EDIT: Issue still present on Android 7
Just wanted to update and let everyone know that as of these last few days, after one of the gearvr updates the vertical tearing is also happening on Android 6 on Samsung S7. Something I can guarantee was not happening up util now. One of the update…
I'm having the same issue with Samsung S7 on Android N:
At one point these last few days it has also started to happen on S7 with Android 6, though.
Indeed, updating to Android 6.0 solved the issue! (Oculus submission process claimed it crashed on 6.0 though, they might have a different S6 Edge model? In any case thanks a lot, we will ask for further details in a support ticket!)
Is the S6 Edge a Mali or Adreno GPU? UE4's ES 3.1 renderer doesn't just use GLES 3.1, it also has a bunch of features not found in the ES 2 renderer. To enable all of those features, your device also needs to support FP render tar…
A little update: I've noticed tearing happens for left eye only! Right is ok at any load.
I can say that this is true 90% of the time. But I have experienced occasional tearing on the right eye also.
Any updates about this issue? I've noticed this tearing even in super-light scenes with stable 60fps. Tearing appears more often with higher load on a scene. For me it looks like some sort of time-warp issue.
Ok, I have confirmation that there is no longer any expected performance degradation going from Marshmallow to Nougat. If your app is still encountering issues, we will need to see the output of "adb logcat" and p…
Can we have some guidance on how this will affect app approval? The requirement for a head-tracked loading animation was fulfilled by this previously.
I too am worried about how this affects the app approval process!
Turns out this is a known issue (Nougat slower than Marshmallow) at the native level, not specific to any engine.
We believe it is due to extra background activity and we are asking Samsung to address it.
We don't encourage developers to use HDR on mobile, as there would be a large bandwidth cost.
This is not the same as mobile HDR (which is what I believe you are referring to.) This issue happens specifically …
For the record, it does seem like a bug. It's a shame as it prevents developers from using HDR textures on mobile devices, or it forces them to pay a huge cost in terms of memory and space.
Here is a link to the answerhub thread, you can find the en…
I assume it consumes far more texture bandwith due to the amount of downsamples for the bloom effect for example. Wouldn't it benefit memory greatly to have one single downsample as opposed to having 3 downsamples? We don't seem to have much scalabi…