[4.27] Quest 2 everything renders black with OpenGL 3.1. Vulkan works

After migrating from 4.26 to 4.27 (Oculus branch) everything is black if I use OpenGL. Vulkan works without issues. I can still see stereo layers and on screen messages.

I checked with Renderdoc and all the meshes are being rendered but everything is black.
No errors in the log.
Any ideas?

Yes.
That is how it is after 4.27
the ogl doesn’t work for quest only vulkan
ue ogl uses stuff that quest 2 doesn’t like.
You have to disable ogl and only use vulkan.
you’ll just get the 3 dots and a freeze.
I haven’t been able to get 5.1 to build for quest yet
4.27 and 5.03 work.

It seems to work if you disable mobile multi-view!

I do plan on using Vulkan for the Quest but I need OpenGL for another headset which doesn’t support Vulkan yet.

1 Like

thanks for saying
I’ll check it
I would like to test ogl vs vulkan on quest if I can

what is OGL? I cant get vulkan to work. I tried to download the source engine of oculus 4.27 and I get this error

The application has failed to start because its side-by-side configuration is incorrect. Please see the application event log or use the command-line sxstrace.exe tool for more detail.

I dont know why. so your saying if I disable mobile multi-view when packing for oculus? the only source that works is the 4.27 unreal source, the oculus branch source I get the side by side error