Success built up the project for Quest 2 on 4.27.2.
Unfortunately, I got black screen when launching the application and three dots displayed only.
After a while, sometimes the scene showed up but crashed after few head movements.
it is common if you pkg android with ogl
quest doesn’t like ogl, it uses vulkan
It seems that the heavy rendering loading results in black screen?
Actually it is a very basic scene.
Blockquote Failed to connect to service TrackingDataInjection scheduling retry
18:22:58.353SensorServiceFrame associated with stale frame sync: sync seqId: 12, frame seqId: 5
18:22:58.353SensorServiceFrame is either too old or is arriving before frame sync
18:22:58.353HollywoodCameraProviderFrame marked invalid by frame generator
18:22:58.393SensorServiceFrameType HEADSET: Releasing incomplete frame set: Received frame from next frame set
18:22:58.394[CT]VIPER: Detected 1 lost frames out of 4 in the frameset! You should be concerned about dataset quality or starving camera threads.
18:22:58.394[CT]VIPER: Received 1/4 invalid irradiance proxy values: [3435.5198627798736, nan, 11241.597888445944, 4008.840217413854].
18:22:58.495[CT]MapCullingTask: Culled 0 L1 nodes, 1 individual keyrigs, and 0 individual points
18:22:58.495[CT]Vega:SubmapPublisher: Tracking parent changed from e77dc748-bab7-3c9d-7090-d0e9aed83548 to 6ba3f41f-fa4d-11f4-6f09-a3f4b7db2aaf → Publish
18:22:58.495[CT]Vega:SubmapPublisher: Start to publish submaps, found candidates: 2
18:22:58.714[CT]EXPCTRL: Failed to find exposure settings in history.Setting the exposure commands is probably taking more than 3/4 frames
18:22:59.002adbdfailed to connect to socket ‘tcp:6666’: Connection refused
This makes no sense.
If you package for 4.26 in opengl the game launches without an issue. Why would that make a difference in 4.27?
So this is not a quest issue but an engine issue.
IDK
but if you have the ogl on and not vulkan you’ll freeze at the 3 dots.
I switched to just vulkan and have not had any problems whatsoever over several projects
I just converted every project to 5.0.3 now though
the quest does support ogl, but not completely and I have found disabling the ogl worked for me and my projects work fine with very nice res.
I would use Vulkan but when using Vulkan I cannot play 8k 360degree videos in Unreal.
On open gl 72fps (4.26), on Vulkan (4.27) under 30fps.
Therefore I cannot use the feature quest 2 has, allowing to play 8k videos.
I make 8k 360’s
I hear your pain
stick with 4.26 then.
I need to stay with 5.03 now, the vr components are changing and its more important to me to get proper locomotion.
If I figure something out I’ll post.
the quest automatically tried to mip map 360’s unless you force the lod 0
and disable low and medium quality overrides
0nly allow epic.
I know it’s two years later but I just wanted to let you know this just saved me. I switched to vulkan and now my project finally works!