Timings for MSAA fix for 'Black Screen of Death' on GearVR and Lollipop?

I’m really pleased that my app, The Curator’s Mini-Museum of Natural History, got through to the final round of judging in the Mobile Jam. But I’m also really keen to submit a bug fix build, that is if Oculus will let me. This is so that I can address/fix the GearVR Lollipop ‘Black Screen of Death’ MSAA issue. Some people who have Lollipop have been asking me for a fixed APK they can use on Lollipop. Obviously I’d like to oblige them to increase my chances of success in the public vote.

Sorry to be such a nag, but I think it’s important that this issue gets resolved quickly. Not just for for me but for other entrants and for Epic too. While there is so much focus is on the Jam I think the more people that get to see VR apps created with UE4 the better it is for all of us. If JJ or anyone else from Epic can shed any light on the status of this that would be great!

JJ actually submitted a patch that mentioned fixes for Lollipop issues here on the 4.8 branch a few days ago. JJ can you confirm if this is related to the MSAA patch? Having taken a cursory glance at the code for this commit it looks like it’s not a fix for MSAA, but I could be wrong…?

Also note to (aka ) if you’re reading - Do you think I will be able to grab the commits from the other fixes that you made on your 4.7 Jam branch and simply apply them to the 4.8 branch? If I can get the 4.8 branch working below then I’m keen to re-incorporate the virtual head model and the menu button hack back into 4.8 too. I’m guessing it might be a bit more complex than copying the commits as they were if the 4.8 codebase has diverged from 4.7 significantly enough. What do you think?

So I haven’t been able to confirm if JJ’s commit above is a fix for the MSAA issue yet because of other problems I ran in to. When I try to open a copy of my project on a newly compiled 4.8 branch I’m getting errors. The 4.8 branch builds fine but then when I open my project I get a message that say:

The procedure entry point could not be located in the dynamic link library D:/UE4/Unreal Projects/mm_03
/Binaries/Win64/Ue4Editor-mm_03.dll

Any ideas on why I’m getting this error would be greatly received. Do I just need to rebuild the project solution too in Visual Studio?

Would also like this! As well as fix for distribution packaging :slight_smile:

Unfortunately I cannot get the 4.8 branch to build without errors as of 20/5/2015 European time otherwise I would have checked it by now :frowning:

@robeastham:
Looking back on the merges I did in my VRJam_4.7 branch, I suspect that I won’t have to merge against 4.8. The changes are:

  • MSAA hack
  • Update to Mobile SDK 0.5.0
  • Fix for GearVR global menu call
  • FMemory::MemZero() fix in GearVR.cpp
  • Virtual head model hack for GearVR

From previous conversations with JJ, I would expect all of these to either make it into 4.8, or not be required under 4.8. In fact, I would expect them to be better supported under 4.8 (such as making the virtual head model optional in 4.8 based on the code JJ passed along).

I did make some additional changes for Circumpaint and checked them into a VRJam_4.7_Circumpaint branch near the end of the Jam when I was trying to get “For Distribution” working, as well as the EI-GP20 gamepad. But again, I would expect Epic to include these types of changes (and the proper ones in the case of gamepad support rather than the hack) in 4.8.

I will be using 4.8 for my own GearVR store release of Circumpaint so I’ll put it through it paces eventually. However, I won’t likely have time to try out these early previews. I need to catch up on stuff that was neglected due to the Jam. :slight_smile:

In 4.8 P3 the EI-GP20 gamepad is not correctly supported yet. The fix for GearVR global menu call seems to be there instead.
Looking forward for the MSAA patch for Lollipop, too.

Do you guys have incremental deployment working in 4.8 when launching gear VR apps? What settings are you using? cooking by the book or on the fly? pak?

Hey guys, I’m in the same boat. You’re absolutely not a nag ! The team here is also desperately waiting for a UE4 GearVR support fix!

There are loads of people who’ve asked for a version of our game that’s compatible with their Lollipop running Note 4’s, and right now we can’t provide. Hardly anyone still runs Kitkat, since Samsung did a really great job (:/) at making it really hard NOT to update. Right now our game does not start, instead it brings users straight into the Oculus home app. Knowing that it’s out of our hands and that we’re left in the dark is frustrating, to say the least.

Sorry to nag again, but I was wondering if there’s any update on this? Will all the fixes mentioned make it in to 4.8? I’m starting to worry that they won’t. Keen especially for news on anti-aliasing on GearVR and 4.8.

The winners of the Mobile VR Jam are going to be announced this Thursday - 4th June. It’d be great if there was some sort of AA fix available so everyone could update their GearVR UE4 builds for distribution. The press that will likely come with the announcement will not be around forever and it’d be nice to have a solution in time if at all possible. I’m sure all finalists feel the same way whether or not they end up being winners or not. Even if there’s no good news here it’d be good to know where things stand. I think I’d probably go with a build for Lollipop that has no MSAA patch rather than nothing at all if a fix is not imminent. I appreciate all the hard work that Epic has done and continues to do to push VR forward and so I hope I’m not being too pushy here.

For those wondering how they might sign a new APK, with the Oculus global signer now down, take a look at this recent post about SideloadVR on Reddit. I haven’t tried it myself yet, but looks like it could be a solution to a problem I foresee coming up on the horizon.

By the way I recently released a DK2 build of one of the models from my jam entry. You can download it at g. I’m looking for feedback on what framerate folks are getting on DK2 before I release more and and so it’d be great if you had time to post results in this thread if you get a chance to download and test with a DK2.

Any update on this?