Vulkan On Oculus Quest

Is Vulkan supported for Oculus Quest??
If if support Vulkan, Can you tell me more about how to change project settings?

Yes, the Quest now has Vulkan support.

You just need to enable “Support Vulkan” and “Detect Vulkan Device Support” in the Project Settings > Platforms - Android. You may need to reboot the editor once more. Then, you should see that there’s a Vulkan Previewer option that appears in the editor. You don’t need to do anything else. If you launch your project (mine is the default VR template), it should automatically apply Vulkan. At the moment I do find some issues with my new project: Doesn’t play video as a material (using a mediaplayer texture) in Vulkan whereas this works when using ES 3.1. Also, enabling HDR (which is supposed to be preferred when using Vulkan), causes a delay with hand tracking, at least on my side, so I disabled it.

Switching back to ES 3.1 for the moment until I’m confident that it is stable and fully supports playing media textures.

1 Like

Any more info on this?
As far as I can see - when i run it - i get slow performance…
Also - i see that someplaces they recomend disable the HDR - but you say that it should be on?
When i turn it on/off - the hdri still looks very different than on pc. I assume that maybe it is because of some post processing stuff that can only work in pc…

I can’t say I have bad performance when using Vulkan. Everything seems to be working fine, apart from the media texture. One big advantage of Vulkan on mobile is the amount of draw calls that is accepted (up to 3 times more compared to ES 3).

Based on some documentation I found regarding Vulkan on mobile, the HDR should be turned on but for VR, I think the performance impact is too severe so I leave it off.
Here’s my post related to a hand tracking issue (which suddenly solved itself) and some notes on HDR: VR Controls tracking slow in Vulkan with HDR enabled - XR Development - Unreal Engine Forums
It’s quite possible that HDR wil look differently per device, since HDR comes in several formats and depends on device support but also how the engine implements and outputs it.

1 Like