GoogleVR UE4.18+; Improper Res-Scale on Galaxy S7 Devices

DesertEagle_PWN
Fri, 05 Apr 2019 21:48:31 +0000
Rendering

I have still encountered the following issue from deployment to GoogleVR on Galaxy S7 devices using Unreal.

github.com/googlevr/gvr-unity-sdk

Double Vision Samsung S7 — distortion wrong when resolution is not WQHD

opened 08:22PM - 26 Dec 16 UTC

closed 11:36PM - 06 Oct 17 UTC

justinwasilenko

bug

I just updated Minos Spacefighter to use the new GVR 13 Unity build. This has ca…used a tonne of issues for everyone using a Samsung S7 and has caused a serious drop in the ratings of the game. Last time I updated the game using Unity 5.4.3 and the GVR 0.85 which also have issues with the Samsung S7. So I'm stuck again with bad reviews on my app due to problems with the GVR plugin. I have instructed people to rescan their QR codes and delete the local cache and data of both the Cardboard app and the Minos Spacefighter app but that hasn't solved the issues. Is this a known issue? I also had one report with the Asus Zenphone 2 of having the same problem.

My application works fine when set to it’s native WQHD resolution, but for quite some time now the default resolution has been set to 1920x1080 by Android on S7 Devices, and this causes the rendering in each eye to be skewed. I need to make sure that users have a reliable experience with the application. It appears to be caused by improper DPI scaling.

Apparently this was worked on in Unity’s integration of the GoogleVR Unity SDK (1.10.170249286) in 5.6. What is the current status of this in Unreal? Are there any workarounds I can use, such as a way to force a user’s device resolution temporarily or some other workaround for S7 devices?

Also, the pipeline for creating GoogleVR content in 4.20 - 4.22 is significantly impaired, if not outright broken, by UE-65983

See:
https://forums.unrealengine.com/development-discussion/vr-ar-development/1560734-googlevr-crash-opening-application-on-device

Unreal Engine Forums – 8 Mar 19

Workaroud for UE-65983

Ran into this bug (UE-65983) while trying to package a project for use with google-vr. Below is info that might be useful for anyone else running into it. In an attempt to work around it I was trying to get the quick start guide project to run...

Unreal Engine Forums – 17 Dec 18

GoogleVR apk crash on launch

Android Cardboard GoogleVR apk build crash on startup. Step to reproduce: Start Ue 4.21.1 Create any sample project Enable GoogleVR plugin Edit project settings, delete Daydream, leave only Cardboard enabled, enable Googlevr Sustained rate Choose...

https://forums.unrealengine.com/development-discussion/vr-ar-development/1562300-googlevr-crash-with-4-21

3 posts - 1 participant