Hi, after baking my project with the gpu lightmass the build crash on my quest 2. Cpu lightmass work s fine, i think the problem is due to the activation of raytracing and virtual lightmap texture. I can t work with gpu lightmass and this is so frustrating. Is there any solution to this problem? Did I miss something?
Thanks
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I have exactly the same issue and I would like to know how to solve this situation. As soon as I know something I will let you know.
For what it’s worth, same issue with different hardware (HTC Vive) and different UE4 version after installing the GPU lightmass plugin for UE 4.27.2, enabling the subsequent configuration requirements and baking my light maps. Baking goes well but the game then systematically crashes. I assume that my setup does not agree with DX12 and OpenXR together. I hope there is a workaround or a fix soon: baking with GPU lightmass is significantly faster, if we VR users cannot (yet) use Lumen, at least let us bake static lighting faster, pretty please …
Just an update to report successful GPU lighmass baking + VR preview with DX12: all I did was using the latest beta version of SteamVR, v1.21.4
This version brings the following fix:
Fix for depth texture handling on dx12 causing crashes in major engine implementations.
I don’t develop for quest, so I don’t even know if steamVR is part of your pipeline at some point. If so, please have a look at the beta branch, did wonders for my crash issues.