Artifacts and crashes on some Android GPUs and versions when Vulkan is enabled

Hi Stephane, thank you for the answer!

Yes, we began discussing the move to Vulkan in relation to the topic you’ve mentioned. Since then, we’ve completed the transition, which helped us resolve several random OpenGL crashes. However, some new issues have appeared, even though we’re using the same driver and Android version limitations as those specified in BaseDeviceProfiles.ini at the time of UE 5.3.

  • Regarding the Adreno 6xx - I see that in release branch of UE5 Vulkan is limited to driver version 525 only for Adreno 660, while other Adreno GPUs start using Vulkan with driver version 400 (500 in ue5-main branch), I suppose we should also use 500, as in the main branch - or do you have any insights suggesting that 525 is preferable?
  • Regarding Mali, you mentioned that Vulkan isn’t targeted for GPUs below the G72. Does that mean the Mali-G52 shouldn’t use Vulkan? But as I see in the release branch at BaseDeviceProfile.ini#828 this GPU seems to be using Android_Unknown_Vulkan (Enable Vulkan on any unknown Mali running Android 10 or later)
    • It’s interesting that you don’t use MSAA. Is that because you’re using the Mobile Deferred renderer on mobile, or is there another reason?
    • Anyway, the idea of limiting devices based on the driver rather than the Android version sounds reasonable - we will try.
  • Regarding PowerVR, again, in the release branch at BaseDeviceProfiles#843 I see that PowerVR GM9xxx uses Vulkan regardless of the driver or Android version. That’s why I’m reporting the issue we encountered there. Do you mean that, for your games, you use a different device profile setup for PowerVR which excludes the GM series from Vulkan support?

Kind regards,

Alexander