So, I was testing some features like Mobile HDR, Tesselation (on landscape and meshes → witch weidly enough seems to have a bug in static meshes if you don’t build the light?) and Parallax Occlusion Mapping and as today every test was a failure.
- Mobile HDR gave me a black screen. Gonna try tomorrow with a new project.
- Tesselation and displacement, well they didn’t tesselate nor displace.
- POM is probably the most interesting case. The Ground Level seems to work fine, is just… all the rest that doesn’t. In one case in particular the textures turned all red and green for some reason (maybe because light was not cooked?) Looked like it was doing something weird with the R and G normal channels.
Probably should say everything was tested with the Forward Renderer
So, Just reading the forums and stuff, I came to the conclusion there’s not a lot of information about advanced renderer features in mobile VR. So If anyone has some word to say, or some tests to bring to the table, anything would be apreciated.
I Should say, this is for Science, not for a particular project, just gathering info on this topics.
Thanks in advance for… anything…