Nanite in VR? 5.1? 5.2?

Unfortunately, Doesn’t look like Nanite or Lumen can/will be supported on mobile platforms. Tethered VR only I guess. :frowning:

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this might be true at the moment but this is looking promising:
https://portal.productboard.com/epicgames/1-unreal-engine-public-roadmap/c/1197-desktop-renderer-on-mobile-devices?utm_medium=social&utm_source=portal_share
I’d expect it to be very limited for a few generations though, i don’t think most devices have the necessary hardware to fully support these very high quality features yet

Nanite and Lumen work fine in desktop VR in 5.1, 5.2 and 5.3.
In 5.4 (Github) though, when enabling Nanite using Lumen it immediately crashes UE to the desktop when starting VR if you are using migrated projects.

Haven’t found any logic in the crashes.
New 5.4 projects with Nanite and Lumen and VR work fine.
New 5.4 project with migrated levels from 5.3 immediately crash when Nanite is enabled in VR on any mesh (migrated AND also from StarterContent (SM_Couch)).

Any suggestions (beside not using Nanite)? Hoping this gets fixed before 5.4.0 is released because using Lumen and Nanite in VR is really great while working on designs (Archviz).

Summary

Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:C:\Github\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 743]
Array index out of bounds: 1 from an array of size 1
UnrealEditor_Renderer!Nanite::FRecordShadingCommandsAnyThreadTask::DoTask() [C:\Github\Engine\Source\Runtime\Renderer\Private\Nanite\NaniteShading.cpp:852]
UnrealEditor_Renderer!TGraphTaskNanite::FRecordShadingCommandsAnyThreadTask::ExecuteTask() [C:\Github\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1258]
UnrealEditor_Core!LowLevelTasks::FTask::Init<FTaskGraphCompatibilityImplementation::QueueTask’::5'::<lambda_1> >'::10’::<lambda_2>::operator()() [C:\Github\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:499]
UnrealEditor_Core!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<LowLevelTasks::FTask::Init<FTaskGraphCompatibilityImplementation::QueueTask’::5'::<lambda_1> >'::10’::<lambda_2>,0>::CallAndMove() [C:\Github\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [C:\Github\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [C:\Github\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:154]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerMain() [C:\Github\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:395]
UnrealEditor_Core!UE::Core::Private::Function::TFunctionRefCaller<LowLevelTasks::FScheduler::CreateWorker'::2’::<lambda_1>,void __cdecl(void)>::Call() [C:\Github\Engine\Source\Runtime\Core\Public\Templates\Function.h:459]
UnrealEditor_Core!FThreadImpl::Run() [C:\Github\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
UnrealEditor_Core!FRunnableThreadWin::Run() [C:\Github\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]

so you are saying nanite now works for PC VR but not Android?

and you are saying there is massive bugs like project crashing (and who knows what else)

has anyone even done any videos comparing how or if its even worth to use?

Unreal 5.5 Quest 3 attempting a Nanite landscape with displacement. Works “ok” at High or Medium linked via a usb cable. However there’s REALLY bad tearing in the lower area inside the Q3 and the framerate is barely useable for previewing. I don’t see this tearing on the desktop preview video. I’d really like this to be doable when the RTX 5090 is released.