Need Guidance on GearVR and Unreal 4

I am sure of that too, except that following docs doesn’t produce expected results.

That error means your OSIG file is not in the correct place - and your location you have above is not correct, should be:

*\Epic Games\4.10\Engine\Build\Android\Java\assets

You can see if your OSIG file is really there in the APK by opening it and checking the assets subfolder :wink:

Wow, I can’t believe I messed up on that one :confused: Thanks a bunch! Got it working.

Quick question - I unchecked the Visible checkbox on view weapon Rendering>Mesh tab and I still see view weapon in Gear VR. Is it a bug ?

Now I just need to have GLES3 and ASTC compression.

motorsep,

The more I use Unreal, the more I learn the problems I face are probably because I’ve done something wrong. Switching back to Unity for me is an absolute last resort. :smiley:

So, I got scene rendering without gamepads and view weapons, made crosshair small and blue.

For whatever reason, this basic scene causes motion sickness :confused:

If I pull Gear VR away from my face, I get less motion sickness. I don’t know if performance sucks and below 60 fps, or if async timewarp doesn’t work, or in-game FOV / IPD are off, or all of the above. I never had this issue with test scenes in Unity :confused:

Is there a way to profile test scene in UE4 and see timings on CPU/GPU and fps ?

Do you know if there are settings for virtual IPD? What would be the correct value for Gear VR ?

Any idea if UE 4.10 has async timewarp working?

Is there a way to set render scale?

Is there a way to adjust MSAA and anisotropic filtering values ?

How did you get rid of the gamepads?

Unfortunately I do not know the answer to your other questions.

I project settings, in Input, set it to None instead of Default Virtual Joystick.

Thank you, this is what I was looking for.

A quick google will give you most of those answers - especially important is the FPS command: stat fps which you can start on begin play via the command execute node. MSAA is on by default and not configurable (you don’t want to turn this off anyway every scene looks horrible then :wink: ).

So I guess you noticed now that the default scene is not compatible for either mobile or mobile VR (no way you get 60FPS on that - it has very complex materials, lighting & postprocessing and we are using a mobile device afterall!)

I would highly recommend starting with a simpler stripped down scene like:
http://s000.tinyupload.com/?file_id=16018475499405413436
and slowly adding to it to see which UE4 features the GearVR can support at 60FPS and which it cannot :wink:

Hmm… Do I just add that node to level’s BP ?

MSAA might be on by default, but is it x4 or x2 ?

That’s odd. It’s just a few primitives and gray materials o.O

I’ll check out your scene, since I was able to build and run FPS template on Gear VR :wink:

yep:
Event BeginPlay -> Execute Console Command (command: stat fps)

I believe I read it’s 2x

Yeah android optimization is a topic all to itself - and the reason why I spent time creating two android games before the gearvr came out so I could learn all the android optimization tips that UE4 requires. Epic has plenty of documentation on that though :wink: This sample scene will run at 60FPS and will be sure to make you feel better in VR :smiley:

Anisotropic filtering has to be 2x too, but what’s the value of it in UE4 by default? (and where to change that?)

Got fps counter up yesterday, although I didn’t have time to test it with default scene vs your scene.

Are you referring to Performance Guidelines for Mobile Devices | Unreal Engine Documentation when talking about mobile optimization ? If so, so far the only thing I haven’t done is checking the materials and r.MobileContentScaleFactor. I disabled mobile HDR and post process stuff on camera and in project settings.

I still think virtual IPD is off :confused: Any idea how to tweak that in UE4 ?

I am having the same issue, when I activate the app it says to insert your device into Gear VR. Then I get an error “Thread priority security. Make sure the APK is signed.” I have read here that this is caused by the OSIG file not being in the right place. well when I went to the root and eventually opened Android, it’s supposed to have an assets folder. Well, none of my versions of UE have an asset folder in the android folder. Could that be the problem? I created an asset folder and dropped the OSIG there but I am not sure it is working. please help!! :slight_smile:

Never mind, I guess adding the asset folder (duh) fixed it. thanks for all the help above.

Hello, I am tryng to package for android i have followed all these steps you have been through with no success, I am using a S7 edge phone, are there any further steps for packaging for these devices? my apk has the assets folder with my osig in place but still i get a grey screen with 3 blue horizontal lines and right after that i get the Thread priority security exception. Please make sure APK is signed message, do you have any idea how can i fix this? i have followed the video tutorials and checked the “package game data inside .apk” also

Your OSIG file is not placed correctly. You need to place it in:

YourInstallationOfTheEngineDirectory\Epic Games\4.13\Engine\Build\Android\Java\assets