So we do not have the exact device that you’re working on, but I did test two devices that are similar. Mobile HDR does not work with their GPU, which is why they keep crashing. Some projects are too heavy to run on these older devices. If you’re trying to make a game that’s similar to SunTemple, I would suggest pushing the project to a device that is a bit more powerful.
I ran SunTemple without any trouble, using Mobile HDR in the rendering settings on a . The other devices I tested with had trouble, as they were very similar to what you’re using. I tested on the LG G2 which could not run Mobile HDR and the Samsung Galaxy Express which also could not run Mobile HDR.
Command terminated by signal (11: SIGSEGV)" SIGSEGV Means that you just got a segmentation fault, which in turn means that you tried to access memory that you shouldn’t have.
Yes, I know more powerful devices are needed for full performance.
But games are should run on older devices. Maybe without HDR, but not just crashing.
And by the way, SIGSEV is not caused by me, traceback says it’s from CompileOpenGLShader function which is UE4 code.
If crash is intended, I assume there is no way to modify r.MobileHDR in DeviceProfile.ini or in-game. So do I need to give up Mobile HDR for support those older devices?
If crash is not intended, well… let me know the way to monitor progress of fix.
If you would like projects to run on lower spec devices, you’ll need to make the them use less memory. You’ll have to create a project to be lower spec. Sun Temple even states in the description it works best on high-end mobile devices and supports Oculus Rift.
If you wish to modify the device profiles, in the editor, go to: Windows > Developer Tools > Device Profiles and then modify your profiles there. Make sure that you save them.