Did you ever get this issue fixed?
Android 7 is supported, I can guarantee that.
That being said, I'm having the same issue on our game. Downgrading to Android 6 gets rid of the problem, but of course that's not a solution. The fact…
Not yet, nobody has answered to our ticket yet. We are about to ask for help in GearVR's subreddit in hopes to find a volunteer with an american S6 Edge so that they can send us the logcat. We have no ability to reproduce the issue on our en…
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!)
The model number of our S6 Edge is SM-G925F, which according to this site has a Mali-T760MP8 GPU. The exact same one as the Samsung S6 we have where it does run with no problems.
Edit: I suppose you meant that Unreal also uses feat…
I can confirm on my side that the issue is still present in Nougat. I've downgraded my S7 to Marshmallow this morning and the issue is gone.
How can I contact you to provide you the project privately?
Thanks so much for the info @imperativity
To be clear, I can put my game through the submission process even though this is an issue that is present due to Nougat, correct? (I was afraid I was going to get rejected because of this)
This is not the same as mobile HDR (which is what I believe you are referring to.) This issue happens specifically with HDR textures. The issue is that Epic has not fully implemented ASTC, so HDR textures for example are not compres…
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…