Question 1: Is mass visualization ( the instanced static mesh rendering ) planned to have support for mobile/vulkan/etc
I have mass running on a quest 2 using vulkan, but for some odd reason all of the mass visualization stuff is squashed on one axis. As in, it looks like one axis was scaled down to zero, making the characters totally flat.
Also, trying to run that mass visualization in vulkan android preview in the editor crashes the editor.
Question 2: What is the state of the mobile deferred renderer?
I can successfully build an .apk and launch on a quest 2 with mobile clustered deferred rendering enabled, but the scene is entirely black. I can hear my game audio in the background and get haptic feedback, but I essentially get no image on the screen. Where are we on the timeline to get deferred rending for devices like quest 2 / vulkan compatible android?
Question 3: when will mesh distance fields become available for mobile pipeline outside of mobile HDR?
I could create a plethora of effects without need of post process if I had access to mesh distance fields. This is ideal for the mobile vr development pipeline.
Question 4: Can we get support for multiple vertex color channels please?