cancel
Showing results for 
Search instead for 
Did you mean: 

[Go / Gear VR] Are UE 4.20 updates relevant to mobile VR ?

motorsep
Rising Star
@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


43 REPLIES 43

motorsep
Rising Star

Cykyria said:

So I tried the 4.20 Oculus Github fork today and this is still happening. Was that fixed and I need to change some settings, or do we have to wait for 4.21?


What is still happening ?

Cykyria
Explorer
the culling bug:

1. Enable Mobile Multiview and Support OpenGL ES3.1

2. Launch on Oculus GO (User reports same behavior on GearVR and Daydream)



Result: Occlusion is mostly reversed (many objects not rendered until you look away)



motorsep
Rising Star
@imperativity

I am wondering if either Oculus or Epic will  be looking into https://issues.unrealengine.com/issue/UE-62347 , now that Vulkan on Go is a reality.

motorsep
Rising Star
 😮
 😕 
 😞 

Cykyria
Explorer
that's a pitty 😞
will use 4.19 then until it's fixed (hopefully) in 4.21...

motorsep
Rising Star

Cykyria said:

that's a pitty 😞
will use 4.19 then until it's fixed (hopefully) in 4.21...


Doesn't really make sense to stay on 4.19 since 4.20 engine runs better in VR overall, even without occlusions. 

Anonymous
Not applicable
I'm really hoping Epic fixes this in 4.21

Still it makes sense to use 4.20 for the other improvements. Occlusions can be disabled in your project settings so you are not blocked by this bug in the meantime 😉

motorsep
Rising Star


I'm really hoping Epic fixes this in 4.21

Still it makes sense to use 4.20 for the other improvements. Occlusions can be disabled in your project settings so you are not blocked by this bug in the meantime 😉


Do you think that's the fix: https://github.com/EpicGames/UnrealEngine/commit/1c2332aba36cee3e5805668965dbcae8053e33ac ?

Anonymous
Not applicable

motorsep said:



I'm really hoping Epic fixes this in 4.21

Still it makes sense to use 4.20 for the other improvements. Occlusions can be disabled in your project settings so you are not blocked by this bug in the meantime 😉


Do you think that's the fix: https://github.com/EpicGames/UnrealEngine/commit/1c2332aba36cee3e5805668965dbcae8053e33ac ?




That looks pretty promising so should be fixed in 4.21 🙂 Strangley there were some modfiications to the Oculus plugin in that commit so hopefully those changes also make it into the Oculus Branch and/or are not overwritten later?

motorsep
Rising Star
@aussieburgerVR

Once 4.20.3 is out and Oculus fork is released, I'll try manually patching the code with that commit and see if it does the job.