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I need clarification about Open GL 3.1 and forward Rendering in UE4

So, If I'm not mistaken, OpenGL 3.1 doesn't works with forward shading in UE4 as version 4.21 right?
I'm using 4.21 and runnin on an OculusGO

also, a quick aside.
The Monoscopic Far Field thing isn't working, right? or is just me?

cheers

Juan


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Comments

  • prokshitprokshit Posts: 11
    NerveGear
    I asked a kinda similar question and got no real solution/Answer, hope this post does. Also, if I don't use forward shading can I compile my project to use ES 3.1? Monoscopic Far Field was disabled for due to some alpha channel, don't remember why specifically. 
  • beaulima9933beaulima9933 Posts: 50 Oculus Start Member

    Depth Fade Material + Mobile HDR Disabled does not work with OpenGL 3.1 on Oculus Go, BUG #UE-67885 (Encountered with 4.20, 4.21, FIXED in 4.22)

    Monoscopic Far Field & MultiView chosen at the same time = crash , BUG #UE-66827 (Seen in 4.20, 4.21, FIXED in 4.22, Monoscopic Far Field removed for 4.22)

    Mobile Occlusion (ES3.1) is buggy with multiview enabled on Mobile VR platforms, BUG #UE-62347 (seen in 4.20,  FIXED in 4.21)


  • prokshitprokshit Posts: 11
    NerveGear
    I can't seem to package/deploy my application to use OpenGL ES3.1, what do you think is causing that to happen?
  • motorsepmotorsep Posts: 1,434 Oculus Start Member
    I am using 4.21.2 from Oculus branch and it works fine with ES3.1
  • prokshitprokshit Posts: 11
    NerveGear
    edited March 13
    I figured it out, it uses ES3.1 but the exported App's Obb and apk files carry over the naming as ES2.
  • motorsepmotorsep Posts: 1,434 Oculus Start Member
    prokshit said:
    I figured it out, it uses ES3.1 but the exported App's Obb and apk files carry over the naming as ES2.
    yeah, that's just lazy coding on Epic's part :wink:
  • Mohammed_hashimMohammed_hashim Posts: 90 Oculus Start Member

    Depth Fade Material + Mobile HDR Disabled does not work with OpenGL 3.1 on Oculus Go, BUG #UE-67885 (Encountered with 4.20, 4.21, FIXED in 4.22)

    Monoscopic Far Field & MultiView chosen at the same time = crash , BUG #UE-66827 (Seen in 4.20, 4.21, FIXED in 4.22, Monoscopic Far Field removed for 4.22)

    Mobile Occlusion (ES3.1) is buggy with multiview enabled on Mobile VR platforms, BUG #UE-62347 (seen in 4.20,  FIXED in 4.21)


    That's a lot of fixes, I spent days to find out the reason for my crashes is one of above bugs you mentioned, I wonder if you tested GPU particle on 4.22 since it had a bug on mobile which causes huge performance drop even with simple 1 GPU particle on 4.21.
  • juanmilanesejuanmilanese Posts: 4
    NerveGear

    Monoscopic Far Field & MultiView chosen at the same time = crash , BUG #UE-66827 (Seen in 4.20, 4.21, FIXED in 4.22, Monoscopic Far Field removed for 4.22)

    So they "fixed" Monoscopic Far Field by removing it from the engine... interesting

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