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iOS Metal Devices Deploy And Rendering artifacts

Dear Unreal,

I've recently launched my game to iOS, iPhone 7 Plus, iOS 10.2. I have a few questions to ask, please refer below

I've tried to turn on deferred rendering for A8 processor and above in project settings page but game installed successfully, but unable to open game in phone, there's an error of " You must have a Metal compatible iOS with iOS 8...." If i turn off this and turn on only Forward Rendering (A7 and above) then it works fine.

Secondly, there's certain parts of the in game graphics has some sorts of "light globe", if i turn around the scene, the "light globe" will dissappear depends on angle, i'm not sure what is this, as all the lights are static and there's sphere reflection capture in the scene. I tried launch on Android but everything looks fine.. Please check the attachment and advise.

Thirdly, sometimes the game able to run through a widget (In my case a monster name should appear), sometimes it crashed even the widget haven't show up. Please advise.

EDIT : It looks okay on iPhone 6S Plus if enable Metal but not in iPhone 7 Plus.

Product Version: UE 4.14
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asked Jan 11 '17 at 08:57 AM in Rendering

avatar image

dizzynoob
106 5 11 14

avatar image AllanBentham STAFF Jan 11 '17 at 10:53 AM

Hi,

Can you try entering ShowFlag.Bloom 0 (or ShowFlag.PostProcessing 0 if that doesnt help) and seeing what object looks to be causing the light globe? If you can identify the object/material it'd be great if you provide a basic repro project.

BTW, the deferred path for iOS is very experimental and will have significantly worse performance, it's not recommended.

avatar image dizzynoob Jan 12 '17 at 05:25 AM

Hi Allan,

I haven't tried out but i'll update once i try. But now i tried to package by enabling Forward Rendering Metal it failed.

Edit : I tested by using launch method and if i use console command on phone, ShowFlag.Bloom 0, the light globe gone, so is this because of the bloom post process? But on iPhone 6S Plus it's okay though..

buildfailed.txt (3.0 kB)
avatar image AllanBentham STAFF Jan 13 '17 at 10:13 AM

For some reason the ipa file is too large, was that packaged with just forward enabled?

I think the problem is some objects are producing invalid / extremely bright values and the bloom post process operation is just exaggerating the issue. We need to identify which of these objects are causing the problem to further diagnose what's going wrong.

avatar image dizzynoob Jan 14 '17 at 08:08 AM

Alright! Understood. But I'm just wondering why it's showing okay on iPhone 6S plus but not the latest iPhone 7 plus?

For the IPA size, if I package only ES2 enabled, the file size is around 2.3Gb and successfully build. But if I change to only Forward rendering enabled it display this message.... how can I counter this? Or should I use the latest mobile packaging wizard for those DLC?

Thanks!!

avatar image dizzynoob Jan 23 '17 at 11:05 AM

Dear Allan, While Tim is assisting me in this, https://answers.unrealengine.com/questions/542767/ios-metal-devices-deploy-and-rendering-artifacts.html# maybe you can have a look at the sample project as well? As ES2 is okay as i assume Metal should be able to render well despite of the over bloom factor? as the Preview in viewport do not show this artifact in high-end mobile preview.

avatar image Bimbachi Jan 13 '17 at 05:40 PM

hello dizzynoob,

sorry to contacting you inside disccusion istead anwsering, but I dont know other way. I see you are experienced developer and building for IOS platform.can you tell me pleas if it is possibile to try build game for ios with-out paying fee to apple for developer subscription? I'm old architect but young ue4 user and wanted to build my architectural visualisation for ipad/mac. regards

avatar image dizzynoob Jan 14 '17 at 08:09 AM

Hi. I think for now it's not possible, you have to pay the developer fee to be able to get those mobile provision and cert.

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