Damn... I would say it's just a Preview 1, but then again why would it not work if 4.24 worked... Damn Epic!!
Btw, they moved all XR bug reports relevant to Quest from 4.25 to 4.26 which who knows will be coming out (by Christmas 2020 ? ).
It's pretty simple - Quest doesn't use tonemapping or any PP at all. Whatever you see in UE4 Editor uses Tonemapper. Turn that off in the viewport modes and you'll have matching image.
Mobile HDR off and Forward Rendering are a must-have settings f…
It's been said many many times - do not use HDR on mobile VR. It's performance heavy.
What Epic should have done is provided LDR bloom and some other PP options, so that PP could be used without HDR on mobile (like good ol' PC games that didn't ha…
So, I just tried UE 4.24.2 + 1.45 on 13.0 Quest and ... Vulkan sucks big time (performance is horrible, RAM usage still as bad as it was), ES3.1 has rendering artifacts (but performance seems to be normal).
You have to sign with Epic to be a licensee (for free of course), then your github account will be linked with UE4's and you'll be able to see UE4's source code, along with all the forks, including Oculus fork.
I was working a game for Go that was a lot more complex than what I see on the Stardust VR video. I didn't have any performance gains in ES2 and I used ES3.1 all the way. Do you use mobile HDR and PP at all in your game ?
On top of…
Here is another problem. Using 4.24.1 + 1.44 and trying to package Dev build (using Vulkan 64-bit) I am getting this error: https://pastebin.com/MnV186SB
I had no problem packaging Vulkan Shipping build or ES31 both Dev and Shipping builds.
I've been messing with 4.24.1 + 12.0 and Vulkan lately and I can confidently say that mobile GPU instancing bogs performance down badly. That's on top of the fact that Vulkan is still slower and less consistent than ES3.1 :(