Media Framework poor quality rendering on Gear VR
When rendering a 4K monoscopic video with media framework on Gear VR, the video quality drops dramatically as soon as any other object starts being rendered on top of the video. Even a debug message being printed on screen will trigger the quality drop, and the quality will stay low even after the message has disappeared. Any other kind of overlay will also do it, for example, leaving the Default Virtual Joysticks enabled (default for Mobile projects).
Here are the steps to reproduce the bug:
If you repeat the steps above using UE 4.14 or 4.13 instead, the video quality will remain the same (instead, what may happen in this case is an upside-down video being rendered until the first touch, which is a known bug, already fixed in recent versions).
The following repos contain two projects created using the above steps. The first one uses UE 4.14, in which the bug does not occur, and the other uses UE 4.16, in which it does. Important to note that this bug was not present in 4.13, but in 4.15 it already was.
This bug happens regardless of video codec (tested with H.264 and HEVC) or resolution (tested 4096x2048 3840x2048, among others).
Researching online, this issue seems to be very similar (if not the same root cause) to the following recounts:
Finally, here are two images to better illustrate the problem:
UE4.14 without Bug (expected video quality):
UE4.16 with Bug (poor video quality):
I've tested these steps in 4.18 Preview 3, and the bug seems to be gone. There is no aliasing, the video is not pixelated or anything anymore. Let's hope it stays this way in the official release of 4.18.
However, a new bug has appeared, as the video colors are very bright and wrong, as the image below shows. By pressing the touchpad (which prints a string), the colors return to normal, and the video quality stays as expected.
answered Oct 09 '17 at 01:48 PM
Hi, i have been working around the same problem for days
On the Android device, there was a significant quality drop playing the 360 video compared with the iOS version,
Finally I got a quality boost by modifying the material asset, activating Mobile->Use Full Precision
Hope it helps for you too
Link where I found that: https://forums.unrealengine.com/development-discussion/android-development/47223-native-android-mediaplayer-on-galaxy-note-4/page2?75941-Native-Android-Mediaplayer-on-Galaxy-Note-4=
answered Jan 26 '18 at 12:44 PM
Hey Todd. I am trying to work around the fact that in 4.17, UE4 crashes 50% of the time when media framework is engaged on a 360 video somewhere in the level + VR preview mode is exited (HTC Vive). Is 4.18 more stable? Also - could you walk me through how you made a 360 video in 4.18? It seems that things have changed and my old method does not work anymore.
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