Hello everybody.
I started a VR project in 4.20 but when I use the Oculus GO, I see all the meshes flickering when I move the head. I did the same in 4.19 and there it works perfect. Maybe is a bug or something like that?
Thanks for your time!
Hello everybody.
I started a VR project in 4.20 but when I use the Oculus GO, I see all the meshes flickering when I move the head. I did the same in 4.19 and there it works perfect. Maybe is a bug or something like that?
Thanks for your time!
Hey are you building for OpenGL 3.1?
If so it’s due to the new Hardware Occlusion that Epic included in 4.20 for OpenGL3.1. It is unfortunately buggy in VR and is magnified when multiview is turned on additionally.
I reported it to Epic already and they have a bug ticket for it here:
(Note: When I reported it was for multiview but it applied for non-multiview mobile VR apps as well)
Thank you !
Just disable Support OpenGL ES3.1 (and stay on ES2).
Perfect! It Works!
Flickering Culling, seems to occur on LDR settings only. Is this a bug?
Yes see: Unreal Engine Issues and Bug Tracker (UE-62347)
You can disable culling in the meantime
I ve tried it on non-vr projects and on google vr, it seems ok ,BUT with OCULUS VR the issue is the same… maybe 4.21 ?
Sadly i got the same problems with 4.20.3…
looks like the fix was merged into the 4.21 branch: https://github.com/EpicGames/UnrealEngine/commit/284e25181ca54c197a58c9f919e87d91171bc4ed
hopefully we see 4.21 soon. But as mentioned no blocker: either disable culling in project settings or use OpenGL 2.0
I tried 4.21 P1 with occlusion on and the flickering meshes is fixed