State of Gear VR

Not sure. Got a recollection of something similar being related to having Mobile HDR switched on in Project Settings>Engine>Rendering. Though your description sounds a little more convoluted than the last one I remember. Try switching Mobile HDR off and giving it a try again. Are you on 4.9 Preview 4 by the way?

Clear the mobile touch screen from your input.

Thanks for the suggestion, I’ve turned off Mobile HDR and have nothing in my input. I’m lost! Anyway I’ve made a separate post so I won’t derail this thread further.

I can’t seem to get pre-4.9 projects running on the device with UE4.9 ? Anyone else having troubles? Is there some new setting? Strangely a blank 4.9 project works.

To reproduce:

  • Here’s an example project: Google Drive: Sign-in (created in 4.7)
  • Create a new blank project in 4.9
  • Then copy all assets from the Content folder of the linked project into this new blank 4.9 project
  • Runs fine in the editor
  • Exporting then running on the device and for about half a second you see the game (not in stereo) then it ‘crashes’ back to the app drawer

Anyone been able to get their older projects working in 4.9??!?

EDIT No worries I found the source of the problem in my project was a scene capture component removing that and it works again - so need to play around with it to see if I can find what setting on it causes the problem. (not sure what the problem is with the above project but I guess to solve our problems we have to remove each component on a map one by one to find the problem.

The bigger problem now is a huge performance drop in 4.9 compared to 4.7 - need to figure out what is causing that but perhaps one of the new collision spawn settings or timer nodes?

Has anyone got LAN Networking working with the GearVR?

I’m working on it at the moment, not had any luck yet or been able to track down the issue - it just hangs and debug log has no errors it just stops mid way through the memory readout.

Yes and no. The project I created for the VRJam can join a server hosted on Lan or through the Internet but the device itself can not host a session. You will have to create a PC dedicated server or listen client and host the session through that then you can join it with your Gear via a bluetooth keyboard.

Does this mean it’s a UE4+GearVR limitation then? Because we’ve been told device as a host works for UE4+Android in general - which would mean it shouldn’t be too hard for Epic to make it work for GearVR as well?

Thanks for the tip MrScratch.

I think this is an issue that really could do with being addressed, its especially frustrating that the log files just stop and no info is available as to what the root cause of this is.

Does UE4 fully support multithreaded rendering in VR (GearVR) ?

Anyone else noticing slightly improved performance in 4.9.1 over 4.9.0? Even at 60FPS I was noticing some stutter at times in my project in 4.9.0 - these seem to be reduced in 4.9.1 for me :slight_smile:

Pity UE4.9 is still behind SDK version wise though (0.6.18 instead of 0.6.2) - wonder if that gives even further improvements (sounds like it might from the description: https://developer.oculus.com/downloads/mobile/0.6.2.0/Oculus_Mobile_SDK/ )

,

I cant seem to send you a PM can you please get in touch as I’d appreciate your input on a motion control issue with ue4.

Kind regards,
Delta