Are cubemaps working with default compression on Android?
I have been using cubemaps with default compression for a custom skybox material without any issues on PC (even with mobile and high-end mobile preview rendering modes enabled), but, as soon as I package it for Android, I get a bright white seam along some of the cube face edges. It doesn't matter if I package the build for ES2 or ES31 and it happens without or without Vulkan enabled.
This seam is present regardless of what texture filtering mode I use, whether or not I enable mipmaps, whether or not I'm using sRGB (with default compression, I use sRGB in the texture and material). Enabling clamping or wrapping does not help.
If I switch the texture and material over to linear color ("HDR" or "HDR compressed"), the cubemap renders perfectly...but I see performance degradation if I maintain the desired resolution (512) and the memory footprint of the texture increases by quite a bit. As I haven't been able to capture the device on a profiler, I haven't been able to verify which texture compression format is actually being used with the present settings.
I've been packaging the build for ATSC compression, but I'm assuming the linear / floating point formats are being packaged as uncompressed textures (can't find any details about this in the UE4 docs).
I appreciate your patience while I tested to confirm this issue. I have gone ahead and entered a bug, which you can track by following the link I have provided below.
I just copied the report over to our public issues tracker, so it might take some time to appear but the link I provided and JIRA number are correct.
Let me know if you have further questions or need additional assistance.
answered Oct 26 '16 at 07:06 PM
They just mentioned this issue in the latest Unreal Engine Twitch Livestream, mobile will reduce an image's quality, to avoid this you need to enable "Full Precision" in your material under your mobile section.
This features seems to be only in UE4 4.13
Here's more information:
I hope this helps :)
answered Oct 21 '16 at 01:42 AM
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