UE5.4 mobile HDR for Quest VR

RafigRzayev
Mon, 20 May 2024 01:24:09 +0000
XR Development

Hello,

I was utilizing Oculus Tone Mapping in my project. Details described here. In short, I had to use Oculus fork of UE for this feature to work.

When reading through UE5.4 release logs, I came across following text:

Added Vulkan custom resolve + tonemap subpass to support mobile hdr on Meta quest devices.

Today I installed official UE5.4 on my computer (without MetaXR plugin). I packaged apk and tested the game, feature was not working initially.

Then I enabled Mobile-HDR in the project settings as below:

After that, I packaged once more, and it works!

So I want to ask two questions:

1. Is it safe to use it this way in terms of performance? In Oculus branch, it was safe, because it was not causing the “standard” mobile-hdr negative performance impact, but was only enabling specific features such as LUTs, vignette and etc (described here) with minimal performance impact. When I enabled it, my SpaceSky color changed, so I started wondering if it is ok.

2. If we enable mobile-hdr, to we need to modify any other options in the project settings?

8 posts - 4 participants