Yes, it does work on mobile on devices that support it I believe, but the problem was in our handing off of the targets to the GearVR SDK (I believe…it’s been a while since we looked at it. I’ll follow up on this internally and see where it’s at.
With 4.12, we probably have enough of our Vulkan support in main now to give a decent go at it. Next time we sync with Oculus, we’ll ask them if they have a runtime that supports Vulkan, so that we can share textures back and forth as needed. Additionally, we’ll have to make a Vulkan bridge for it, based on the current OpenGL implementation. Looking forward to seeing what kind of performance gains this might get us