While going through Oculus submission process we are being told that the game fails to launch, specifically on Note 5 and Samsung S6 Edge. We are using Unreal Engine 4 and OpenGL ES 3.1.
We have bought an S6 Edge this morning and we are comparing the logcat between the S6 (which works fine) and the S6 Edge which fails on launch.
To our surprise this is what the S6 Edge logcat prints out:
LogRHI: App is packaged for OpenGL ES 3.1 but device has not met all the requirements for ES 3.1 :
LogRHI: Device has OpenGL ES 3.1 support: YES
LogRHI: Floating point render target support: NO
LogRHI: EXT_shader_io_blocks support: NO
This makes no sense to us. Why would a device that supports 3.1 not support it fully? How can the Edge version of the phone differ so widely? Also keep in mind this game runs ES 3.1 on a Note 4! This error message can’t possibly be correct!
I’m inclined to believe that this is not the issue at all. Instead, I think it’s more likely that Unreal Engine is doing something wrong when attempting to recognize the device specifications and blocking the app from running.
Can anyone shed light on this issue?