Updated to v53 on Oculus Quest Pro, and Vulkan RHI is crashing my app

Hi all, I encountered a problem with my UE5 project after the v53 update on my Quest Pro. When I try to open it through Unknown Source, it will give me the 3 dots and then crash to home.

This is the error I get from the Log:


20:15:59.270 25173 25271 D UE : Assertion failed: false [File:D:/build/++UE5/Sync/Engine/Source/Runtime/VulkanRHI/Private/Android/…/VulkanRHIPrivate.h] [Line: 906]
20:15:59.270 25173 25271 D UE : A texture was marked as a shading rate source but attachment VRS is not supported on this device. Ensure GRHISupportsAttachmentVariableRateShading and GRHIAttachmentVariableRateShadingEnabled are true before specifying a shading rate attachment.
20:15:59.270 25173 25271 D UE : [2023.05.20-00.15.59:270][ 0]Assertion failed: false [File:D:/build/++UE5/Sync/Engine/Source/Runtime/VulkanRHI/Private/Android/…/VulkanRHIPrivate.h] [Line: 906]
20:15:59.270 25173 25271 D UE : A texture was marked as a shading rate source but attachment VRS is not supported on this device. Ensure GRHISupportsAttachmentVariableRateShading and GRHIAttachmentVariableRateShadingEnabled are true before specifying a shading rate attachment.
20:15:59.270 25173 25271 D UE : [2023.05.20-00.15.59:270][ 0]LogAndroid: Error: === Critical error: ===
20:15:59.270 25173 25271 D UE : [2023.05.20-00.15.59:270][ 0]LogAndroid: Error:
20:15:59.270 25173 25271 D UE : [2023.05.20-00.15.59:270][ 0]LogAndroid: Error: Assertion failed: false [File:D:/build/++UE5/Sync/Engine/Source/Runtime/VulkanRHI/Private/Android/…/VulkanRHIPrivate.h] [Line: 906]


This same UE5 project work on my Quest 2 with v47 (thank god for my Q2 despite being relegated to the shelf). The Vulkan RHI error does not come up.

I know for certain it’s Vulkan because when I disable Vulkan in the Project Settings, my project will run on the Quest Pro, but there is no visuals except for audio. Controllers seems to work despite not seeing anything as I can grab my objects because of the sound cue.

Anyone having problems similar to mine? If so, how have you fixed it? Any Meta folks here can advice on a fix?

Thank you very much.

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For anyone in the future having the same problem, I have fixed the issue:

I had to turn off both Mobile Multi-View and Vulkan.

Turning off mobile multi-view caused the whole project to recompile the shaders, however. Also, FPS is at the red (50-60 fps). When it was working, Vulkan being on kept it at 72fps.

I need a solution where Vulkan is on, or have the FPS at 72 without Vulkan.

1 Like

Mobile Multi-view is required by Meta for Quest development, and while OpenGL may work, it’s not a path that we’re actively supporting for Mobile XR development

@victorlerp facing the same issue here, after update to v53, vulkan rhi crashes the app on opening a new level in a 4.27 project, what is the recommended solution/workaround for this?

I’m using the 5.1.1 Oculus Engine builded from Source and I have not faced any of those issues, maybe you should try that .
Also for Oculus development is what they recommend.

Yes. It seems that I had been using the OculusVR plugin and not the MetaXR plugin.

I just switched my project from 5.0 to 5.1, and switched from OculusVR to MetaXR. Vulkan is now working for me.

OculusVR is deprecated. Use our native OpenXR plugin, and optionally add the MetaXR plugin for device/runtime specific features.

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