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    How come there is no Android Vulkan in the Feature Level Switch material node ?!

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      Created packages made with Unreal Engine 4.23 aren't rendering properly in Vulkan.

      Some context:

      1. I have the latest Vulkan SDK installed.
      2. I have updated Drivers that support Vulkan installed.
      3. I have enabled the VulkanRHI in the Project Settings menu via UnrealEditor.
      4. Created packages render fine in DX11 and DX12.

      When running the created packages in Vulkan, it displays a pink haze with green and purple artifacts.

      NOTE: I am only trying to create packages of free Unreal Engine demos, like SunTemple and ShooterGame.

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        Just saw in the roadmap that Vulkan support has been archived?
        https://trello.com/c/lzLwtb5P

        Anyone knows anything about this?

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          Originally posted by erlog View Post
          Just saw in the roadmap that Vulkan support has been archived?
          https://trello.com/c/lzLwtb5P

          Anyone knows anything about this?
          I guess they are either going to depreciate it or it's a standard feature and the job is done for now! Also, Fortnite 2 doesn't probably need it

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            In the end, they simply fed us promises. And how many hype there were several years ago: "this is the first engine with Vulkan API!"

            If you want a cool Vulkan render, go to Godot.

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              Vulkan support looks better than ever in 4.24, it also works in VR which was not the case with 4.23.
              Oculus has a fork of UE4 with Vulkan support on the Oculus Quest, it allows post processing too.

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                demonixis
                ​​​​​​​Oculus Quest runs with android or not? The problem is Vulkan on Windows and Linux. Does it also work better on Windows in 4.24?

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                  Originally posted by demonixis View Post
                  Vulkan support looks better than ever in 4.24, it also works in VR which was not the case with 4.23.
                  Oculus has a fork of UE4 with Vulkan support on the Oculus Quest, it allows post processing too.
                  It works indeed in 4.24 (with the Oculus fork) but there are some purple artifacts and it performs on par with OGL so whats the benefit of switching to Vulkan for Quest?

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                    @Socke81 The Quest is running a custom Android version yes. The Vulkan implementation is better in 4.24 on Windows.
                    @maxbrown With the Oculus fork you can enable post processing on the quest using Vulkan, you can't enable them with OpenGL ES.

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                      Originally posted by demonixis View Post
                      @maxbrown With the Oculus fork you can enable post processing on the quest using Vulkan, you can't enable them with OpenGL ES.[/B]
                      Do you notice something strange with the camera fov with mobileHDR enabled (required for post processing) on the Quest? It's like everything is slightly zoomed in / magnified which makes me sick pretty quickly I tried a few different projects and settings but always get it not looking right which makes it unusable
                      Headgear - VR/AR solutions

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                        So what's the status of Desktop Vulkan?

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                          Originally posted by demonixis View Post
                          @maxbrown With the Oculus fork you can enable post processing on the quest using Vulkan, you can't enable them with OpenGL ES.[/B]
                          Just because you can, doesn't mean you should. Oculus still recommends NOT to use Mobile HDR.

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