06-06-2018 07:59 AM
07-28-2018 02:09 AM
07-28-2018 03:06 AM
07-28-2018 06:38 AM
voobrazhenie said:
Hey! I found one critical issue in unreal engine 4.20.0 and 4.20.1. Gear VR touch input is disabled. After bug report to ue, they approved and created a bug - https://issues.unrealengine.com/issue/UE-62251. Hope it will be fixed in 4.20.2. Vote for bug if you can.
07-28-2018 06:41 AM
07-30-2018 06:28 AM
voobrazhenie said:
Hey! I found one critical issue in unreal engine 4.20.0 and 4.20.1. Gear VR touch input is disabled. After bug report to ue, they approved and created a bug - https://issues.unrealengine.com/issue/UE-62251. Hope it will be fixed in 4.20.2. Vote for bug if you can.
07-30-2018 06:33 AM
motorsep said:
@imperativity
4.20 preview 1 is out and it has some interesting goodies: https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1485599-unreal-engine-4-20-preview
I am wondering if any of those goodies relevant to Go / Gear VR (GLES2 and Vulkan in the nearest future):
Instanced Stereo Rendering: Translucency Support. We’ve taken the improvements to the Instance Stereo Rendering (ISR) path that we made for Robo Recall, and improved them to work across a more robust set of features in the engine. 4.20 adds support for performing the translucency rendering pass using ISR, which can significantly reduce CPU cost on translucency-heavy scenes
Mobile Updates:
- All of the mobile improvements and optimizations we’ve made for Fortnite on iOS and Android
- Improved Android Debugging
- Mobile Landscape Improvements
- RHO Thread on Android
- Occlusion Queries on Mobile
- Software Occlusion Culling
- Platform Material Stats
- Improve Mobile Specular Lighting Model
07-30-2018 06:55 AM
aussieburgerVR said:
The hardware Occlusion with ES3.1 works on mobile vr but only if you disable Multi-view. With multi-view on meshes that should be visible are only visible on certain angles. So it will depend on the project if this brings more gain than mutli-view.Did anyone create a bug for Epic to fix occlusion with multi-view yet?
07-31-2018 10:50 PM
motorsep said:
aussieburgerVR said:
The hardware Occlusion with ES3.1 works on mobile vr but only if you disable Multi-view. With multi-view on meshes that should be visible are only visible on certain angles. So it will depend on the project if this brings more gain than mutli-view.Did anyone create a bug for Epic to fix occlusion with multi-view yet?
Can't speak for the rest, but I haven't submitted anything since I haven't had a chance to test ES3.1 (it used to not work for me on Gear VR using S6).
If I were you, I'd submit it to both Epic and Oculus. I can't imagine running mobile VR games without multiview.
08-06-2018 09:54 AM
08-22-2018 08:32 AM