GearVR 4.8 Missing Feature List

Thanks for underlining these issues again, aussieburger and everyone else. We feel exactly the same. We’re a two man team trying to get our vr jam entry into the store, but with the current issues (and lack of communication) we’re also seriously considering migrating to Unity. Having more than 8 years of Unreal Engine experience, that’s really a step I’d rather not take. It’s a tough call to make. If Epic wants to have UE4 titles in the store by the time the Gear will do its mass consumer launch, they’ll really have to step up their game, time is running out.

I attended Unite Europe last week and there was a talk dedicated to Gear VR development, how-to’s, best practices and Unity’s efforts to support it. The speaker, Unity’s Carl Calleweart, was extremely enthusiastic about the Gear. He made it very clear that Unity is really committing seriously to supporting the Gear VR, now and in the future.

Speaking of issues, another “almost must have” is Mobile HDR. As discussed here. I’d even say it’s must have. Not because of the effects per se, but more with how post processing can significantly help with optimization. For example in the form of masking distance culling, with fog, significantly reducing the amount of drawcalls.

It would be great if Epic could comment on all these matters and give us some peace of mind.