And here is the problem. When I turn Mobile HDR off, the MobileContentScaleFactor doesn’t work properly anymore and the shown image gets out of bounds.
Mobile HDR off; uses MobileContentScaleFactor 1; Resolution 1280x720 on 1920x1080 display
Do you encounter this issue only when dealing with stereo view or does this occur in a normal display as well. I ran a quick test on our mobile device and was unable to reproduce your issue.
Could you provide a list of steps that lead you to this problem.
Hi. I went through your wiki on setting up your project to run in VR on android. https://docs.unrealengine.com/latest/INT/Platforms/GoogleVR/QuickStart/index.html
I also use Screen Position to drive different images into left and right eye from a single material.
Could you please try this with a simple VR project for mobile? If it works for you I will do my own stripped of big data and upload it here.
Hey Alphisto, I haven’t forgotten about this issue, there are very high priority issues that have come up but I will get back to this issue as soon as I am able.
[Edit] I ran a test on a different device and didn’t reproduce the issue. I’m going to get my hands on a Nexus and continue testing. I’ll update you with my findings.
I got in contact with one of our mobile developers, at the moment we think it may be an issue with buffer resolution. Could you provide a log from the device?
We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will follow up.
(1.) Make sure that the TADP (Android SDK) is installed on your PC. Browse to the following location and run the ‘monitor’ batch file
C:\NVPACK\android-sdk-windows\tools (see screenshot labeled monitor.jpg)
(2.) The Android Debug Monitor window will appear. Important functions are labeled in the picture and explained below.(See screenshot labeled monitor2labels.jpg)
(3.) The connected device and its Android OS version will appear under the ‘Name’ area. Click on the device name to make sure that logs are being generated.
(4.) Screenshots can be taken with the screenshot button and they will be saved to your PC
(5.) Under Saved Filters, select ‘UE4’ to display logs from the game only or select ‘All messages’ to display device logs as well.
If you do not have a saved filter for UE4, click the green plus symbol under “Saved Filters” to create a new one.
Under “Filter Name”, type UE4.
Under the field “by Log Tag”, type in “UE4|debug”.
(6.) The logs can be cleared by clicking the icon beside the disk icon
(7.) In order to save the session’s logs:
Click ‘Edit’ in the top menu bar and select ‘Select All’. The logs should appear highlighted.
Click the disk icon and a window will pop up asking to name the logs and where to save them. Only highlighted log entries will be saved so make sure to highlight them all first.
Mobile renderering is still so broken in 2024. Can’t change resolution scale with HDR off and nearest neighbor upscaling doesn’t work either way. Just shocking