Unreal Engine 4.13 OPENGL ES3.1
Hi Unreal Community,
I tried to package a simple project of third person template and only target specific Open GL ES3.1, package successful, launch to on NOTE 7 with Vulkan capability and open the game, loaded splash screen and closed. What is the problem? ES2 work flawlessly.
UPDATE : Change SDK to matchndk, NDK to android-21, as i research only starting this package start support OPENGL ES3.1, no luck as well, splash screen, then exit, while try disable ES3.1 and tick ES2 again works. Game open perfectly. Check packaging log, using android-21 to build as well. Note 7 is Exynos version.
Question 2 while trying out. Tried mobile preview for high end quality mobile preview, compiled material. And change to Android preview (i assume is old ES2) . Looks exactly same in view port. The scene in trying is "Sci-Fi Walkway". I know it's quite high spec, but in high end mobile preview and ES2 looks exactly the same, i know ES3.1 support 16 textures samplers, so I try to Package to my note 7 ASTC format, lots of textures are missing, but in view port preview ES2 and high end mobile is okay. Is it because ES2 only support 5 textures samplers? If that's the case how can I test ES3.1 as I tried lots of times target only es3.1, open the app and close down when on splash screen....es2 is okay. Please advise asap. Already stuck here for a few days.....
How can i check what OPENGL is running while on android? Please advise. Thanks.
asked Sep 06 '16 at 07:47 AM in Packaging & Deployment
Thanks for the log. Unfortunately you've run into an engine bug with a situation we hadn't run into.
Your Note 7 is reporting that it supports "OpenGL ES 3.2" but the engine is checking only for "OpenGL ES 3.1". So the engine doesn't think your device is capable of ES 3.1 and gives an error because the app wasn't packaged with ES2 shaders. Unfortunately we haven't received our Note 7s yet so we didn't find this during testing.
I'm going to fix this issue (UE-35598) right now and it'll be released in 4.13.1 hopefully next week.
answered Sep 06 '16 at 02:04 PM
Hi, can you please post the log output (adb logcat) from the device when running packaged for ES 3.1 only? It must be crashing but I can't see why without the log file. You mention the device is Vulkan capable, but you didn't enable the Vulkan checkbox did you?
In the log output, if you see the line "AndroidEGL::ResetDisplay()" that indicates ES2 is being shutdown and ES3.1 is being enabled.
For the second question, ES 3.1 will support 16 textures (13 usable by material) and ES 2 mode only supports 8 (5 usable). I just confirmed and the Mobile Preview modes in the editor and PIE do not take this limitation into account. I've made a ticket (UE-35591) to make sure the ES2 preview correctly limits the textures to the same as what you see on device. If you're using source code, the fix for this is easy - update D3D11ShaderCompiler.cpp line 835 and change the 16 to an 8.
answered Sep 06 '16 at 10:38 AM
Did you build from source? As per my understanding open gl 3.1 only works from source in 4.13
answered Sep 06 '16 at 12:55 PM
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