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Camera fade without Mobile HDR?

VRexVRex Posts: 64
Hiro Protagonist
I'm trying to do some camera fades for an Oculus Go project in Unreal 4.20 and am unable to find a good way to do so without enabling Mobile HDR. I imagine that would destroy my framerate. What are the options to replace a camera fade in this case? I would do a UI or transparent animated plane but that seems like it would wreck performance as well. Would love to hear some suggestions. Thanks!
Jesse Kirberger

Comments

  • GRADGRGRADGR Posts: 46 Oculus Start Member
    Camera Fade requires HDR, then only efficient way to do this is by creating a "fake" fade widget with full screen size. This can be added to pawn camera or even to a sequence by using events.
  • VRexVRex Posts: 64
    Hiro Protagonist
    Yeah, that's what I figured. Isn't the transparency going to screw up frame rate though? I'll give it a go. Thanks, GRADGR.
    Jesse Kirberger
  • DizzzieDizzzie Posts: 16 Oculus Start Member
    Did you ever figure this out?  
  • christian_svrchristian_svr Posts: 27
    Brain Burst
    An interesting new feature in Oculus' UE 1.31.0 is color scaling - https://developer.oculus.com/documentation/unreal/latest/concepts/unreal-color-functions/

    If you can update the engine, I'd consider looking into achieving the effect that way. 
  • rasamayarasamaya Posts: 13
    NerveGear
    An interesting new feature in Oculus' UE 1.31.0 is color scaling - 

    If you can update the engine, I'd consider looking into achieving the effect that way. 
    This works for nice camera fades while streaming in and out levels. Great idea, thanks! Implemented in a few projects on Quest
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