Great timing with the Oculus Mobile VR Jam ending in a week.
**1. Highest prio we’ve a big problem with the following combination: **
JJ Hoesing’s MSAA patch: [Gear VR] Engine Changes Requested (for Mobile VR Jam) - VR and AR Development - Unreal Engine Forums basically a must have on the GearVR - looks terrible without this
+
Android Lollipop 5.0
+
Note 4 with the Snapdragon chipset (USA version for example)
These three together are currently not working - could we get a fix/hack before the end of the Jam (11th May?). PS: Strangely it’s working fine on my Note 4 with the Exynos chipset.
Without this many people participating in the jam will not be able to try out UE4 engine apps - not to mention the judges and Oculus store …
2. When can we expect proper Google Cardboard support? Hopefully with camera access as well for creating some AR stuff!?
**3. **Unrelated to the Jam but Android file size has been a big issue → we’ve had to manually remove slate files and other hacks to reduce the filesizes so far …
4. What is the general vision for UE4 and Mobile related to performance? Is it:
A: Keep the current performance aiming for higher end devices with the mindset that in some time even newly released next gen lowend devices will run the engine fine as technology improves and becomes cheaper
or
B: Introduce a new rendering engine or out of the box performance tricks, to support current low end devices knowing they have a limited lifespan
I’m quite happy with A as I’m a new technology freak - however I guess there are alot of people who are still expecting B … ?
5. Please make the IAP permission optional in the manifest file!