I’m seeing an issue, wondering if anyone else is. When testing on my Lollipop device running at around 60 fps (16 - 17 ms per frame) I see screen tearing looking at an object. Is this Timewarp kicking in? The mesh I am seeing this with has 600 tri’s. I had a texture on it, but I put a basic single color material on it for testing and it still happens. Any ideas?
Maybe this just refers to Exynos chipset Note4?
Anybody has any suggestions about how to use the patch for iterative deploy?
When my phone updated itself to Lollipop I noticed a massive performance hit which gave me alot of screen tearing. I fixed it by doing alot of optimizing with textures as my whole project was using the default starter textures (IE: Old Clay Wall) and by stripping all the performance enhancing features out of the material as well as dropping it to 256/512 (squared resolution) brought me back to acceptable performance. It’s really a shame too because one of the key features to my project is multiplayer which effects the projects performance the more people you have in there so Lollipop basically gimped my maximum player count.
I don’t think Lollipop is ready right now. My hope is that they fix these performance issues as I know we’re not the only ones running into issues with it: Reddit - Dive into anything
****. I started to develop for the VR JAM on kitkat and everything worked fine. Just had to update to lollipop and i can confirm the Screen stays black now with the MSAA Patch (on snapdragon).
Im no Programmer and i would love to see a MSAA Patch that works with Lollipop.
Ended up triple posting,Looking for the MSAA Lollipop patch too!
Client needs it! Thanks!
- Sythen.
( [Gear VR] Black Screen - XR Development - Unreal Engine Forums )
Note to epic - if you do fix please don’t break it for the Exynos chipset where lollipop + MSAA is working perfectly Funny we’ve got so many differences between the chipsets … :S
Wait, lollipop and Exynos work with MSAA?
Well that’s annoying
Good Luck everyone in the VR Jam, I cant figure out my functionality so Im having to bow out.
Any update on this? Will it be fixed in 4.8 preview (and will that be out in time)? I guess as a result no UE4 engine submission will be competitive for the Community Award since half the community won’t be able to run it (Lollipop and Snapdragon) - not looking forward to the negative feedback on that from community peers that don’t read the description outlining this hardware and software combination not working either …
today my phone also got the Lollipop update. If this week 4.8 (preview) would solve the AA that would be great !
There are currently three options we have to choose from.
Fix the AA ourselves.
Hope epic fixes before monday.
Build without AA and take the hit.
Me personally I have to risk the third option because I can not afford any more performance hits after the damage Lollipop itself has caused since my project revolves around multiplayer. Every time I take a performance hit I loose the maximum number of on screen players. It seems the safest bet for me is to sacrifice visuals for gameplay but that is a problem unique to multiplayer projects running on a limited platform. I know Carmack expects proper AA but then again eye candy is not part of the 10 point judging criteria they announced in the Jam’s TOS in relation to games. With that thought in mind I am hoping they will cut us all some slack.
Perhaps they would let us distribute an alternate build that excludes MSAA for Lollipop users while still having the official submission be the KitKat version?
Honestly I deeply hope for this outcome. However from what I have seen from their milestone submissions is that your URL link they provide for your website is supposed to be 100% intended to be a single URL link to your globally signed apk that they will provide.
From last weeks Oculus VR Jam Q & A:
“–]Gypsy816Community Manager, Oculus VR[S] 4 points 4 days ago
Hi there! We’ve provided KitKat for the judges to use so if you’re already using KitKat, continue to use KitKat.”
I reverted my Note 4 to use KitKat and the performance is much better (though still not ideal…)
Yeah heard that as well - good for the judges but bad for the community in general who are mostly on lollipop by now I would guess …
I added a question about it on the mobile twitch thread for later today: Support Stream – Mobile Development - May 5th - Announcements - Epic Developer Community Forums
I not only had UE4 related issues with Lollipop, I had issues with Oculus Home and official GearVR apps in general. Cinema app and others would initially launch but force-close seconds later. After rolling back to KitKat, everything works fine. Unfortunately, rolling back got me stuck in a boot loop so I had to factory reset the device.
I fully agree. It’s good to know our performance will be better for specifically them, however it’s a shame that our community takes a hit. I really wish they would have waited for after this contest before they started pushing for updates.
Hi! Anybody knows which of the patches in 's build made their way to 4.8 preview 1?
How is this version doing for you with GearVR?
At the moment I cannot even package for Android, due to this issue…
Any update about MSAA and Lollipop?
Most of the patches that I posted here were one offs that still aren’t in 4.8 since we need to do a proper fix. That said, most of them can be hand applied to 4.8 just as easily as they were in 4.7 assuming a github build. Just keep in mind that 4.8 is still in early preview stage.
Sods law! Having tried to stave off a Lollipop update on my UK 3 Mobile Galaxy Note 4 for the last few days, I finally forgot to leave the phone on to charge last night and was force updated to Lollipop on reboot this morning. It’s the last thing I needed with the Jam deadline approaching!
Going to try and follow instructions to flash back down to 4.4.4:
Thought I’d post here in case anyone else is looking for a source of firmware. Make sure you pick the correct firmware for you network if you need to downgrade.
Wish me luck!