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DepthFade not working on Go using ES3.1 ?

motorsep
Rising Star
Finally managed to get my project running using stock launcher UE 4.21.1 (using Launch on Device Editor's functionality).

Noticed that my fake decal material that works fine in the ES2 preview, doesn't work on Go with ES3.1:

In the Editor:

8ko74bh7lqzo.png

On the device:

npu4i6pdukpw.jpg

With ES2 on the device:

08hd91cdaxiv.jpg

Has anyone had issues with using DepthFade in materials for projects on Gear VR / Go (ES3.1) ? Do I need to enable an option for it to work or is it not supported at all ?

Thanks
1 ACCEPTED SOLUTION

Accepted Solutions

motorsep
Rising Star

moulder6 said:

As many other things, this also requires HDR to be enabled. 😞


Not really. Mutiview and Multiview Direct no longer require mobile HDR. Same goes for occlusions afaik.

This is something they never tested and thus, never fixed. Bug report was submitted to Epic by me and they repro'ed it  filed https://issues.unrealengine.com/issue/UE-67885

Feel free to upvote 🙂

View solution in original post

3 REPLIES 3

motorsep
Rising Star
@NinjaGaijin

By chance, do you think you can poke someone from UE4 team at Oculus to comment ? Thanks beforehand

moulder6
Protege
As many other things, this also requires HDR to be enabled. 😞

motorsep
Rising Star

moulder6 said:

As many other things, this also requires HDR to be enabled. 😞


Not really. Mutiview and Multiview Direct no longer require mobile HDR. Same goes for occlusions afaik.

This is something they never tested and thus, never fixed. Bug report was submitted to Epic by me and they repro'ed it  filed https://issues.unrealengine.com/issue/UE-67885

Feel free to upvote 🙂