Hi everybody, I’m working with UE 4.13.1 on a VR mobile project (Android and iOS). The app should work both VR and mono.
I have to play different 360 videos (latlong 2:1) with codec .h264 and .mp4 format. Everything works fine on PC (with preview render set to Android preview, i.e. ES2), but when I compile for Android (or launch from the editor) video render correctly only with stereo enabled on smartphone. If I turn off stereo, video stop render correctly.
Video with stereo ON
Video with stereo OFF
I think it’s not a memory problem, because I try with low quality video (960x480, very low bitrate) and the problem still happen. My Android supports video also in 4K and looks fine if I try with another app like GoPro VR, so I think it’s not a problem of video format/resolution.
To display the video, I use this shader on a sphere:
(note that material is Unlit, Fully Rough and has Use Full Precision)
I also try to remove CameraVector and LongLatToUV node and pin directly video texture into emissive parameter of the material, but problem still occurs.
So I sum up: a latlong 360 video render correctly on Android phone only when stereo is ON. When I turn off stereo, video stop render correctly (some videos goes entirely black, other videos look strange as in the image above).
Any ideas what happens here?