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Mobile games ship with Vulkan support and can now be enabled or disabled using device profiles, with fallback to ES 3.1 and ES2
How can I enale that?is there a step by step tutorial?Thanks! [MENTION=9] Ellis[/MENTION]
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Hi ,
If you check the checkboxes for Vulkan, ES2 and ES 3.1 in the Project Settings, Android page, when you cook content it will build and package shaders supporting all three targets. Then when you launch on a device it does the following:
- Checks to see if Vulkan is available, and gets the Vulkan version from the device
- Gets the OpenGL version and driver strings, and checks to to see if the device supports OpenGL ES 3.1
- Runs the device profile matching rules. These can match different rules based on the OpenGL and Vulkan version strings as well as the GPU type and model number.
- Runs any console commands for the matched device profile.
If the device supports Vulkan, and the console variable “r.Android.DisableVulkanSupport” is not set to 1, then Vulkan is used.
Otherwise, if the device supports ES 3.1 and the console variable “r.Android.DisableOpenGLES31Support” is not set to 1, then the OpenGL ES 3.1 is used.
Otherwise ES2 is used.
So with that you can set up device profile matching rules to disable Vulkan on specific devices. We do that in 4.14 BaseDeviceProfiles.ini for Mali T8xx devices with a Vulkan driver less than 1.0.11, (profile name is Android_Mali_T8xx_No_Vulkan). During testing, if you came across another Vulkan-supporting device that didn’t work with your game, you could make a device profile rule that matched it and then set +CVars=r.Android.DisableVulkanSupport=1 for it. You could do the same to disable ES 3.1 for a particular device.
- Jack