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OpenGL ES 3.1 compatible device can't launch OpenGL ES 3.1 game

Norman3DNorman3D Posts: 35
Lawnmower Man (or Woman)

Hello,

While going through the submission process we are being told that the game fails to launch, specifically on Note 5 and Samsung S6 Edge. We are using Unreal Engine 4 and OpenGL ES 3.1.
We have bought an S6 Edge this morning and we are comparing the logcat between the S6 (which works fine) and the S6 Edge which fails on launch.

To our surprise this is what the S6 Edge logcat prints out:

LogRHI: App is packaged for OpenGL ES 3.1 but device has not met all the requirements for ES 3.1 :
LogRHI: Device has OpenGL ES 3.1 support: YES

LogRHI: Floating point render target support: NO

LogRHI: EXT_shader_io_blocks support: NO


This makes no sense to us. Why would a device that supports 3.1 not support it fully? How can the Edge version of the phone differ so widely? Also keep in mind this game runs ES 3.1 on a Note 4! This error message can’t possibly be correct!

I’m inclined to believe that this is not the issue at all. Instead, I think it’s more likely that Unreal Engine is doing something wrong when attempting to recognize the device specifications and blocking the app from running.

Can anyone shed light on this issue?

Comments

  • vrdavebvrdaveb Posts: 1,622 Oculus Staff
    Is the S6 Edge a Mali or Adreno GPU? UE4's ES 3.1 renderer doesn't just use GLES 3.1, it also has a bunch of features not found in the ES 2 renderer. To enable all of those features, your device also needs to support FP render targets and shader IO blocks.
  • Norman3DNorman3D Posts: 35
    Lawnmower Man (or Woman)
    edited April 20
    vrdaveb said:
    Is the S6 Edge a Mali or Adreno GPU? UE4's ES 3.1 renderer doesn't just use GLES 3.1, it also has a bunch of features not found in the ES 2 renderer. To enable all of those features, your device also needs to support FP render targets and shader IO blocks.
    The model number of our S6 Edge is SM-G925F, which according to this site has a Mali-T760MP8 GPU. The exact same one as the Samsung S6 we have where it does run with no problems.

    Edit: I suppose you meant that Unreal also uses features not found in the ES 3.1 renderer, not ES 2?

  • vrdavebvrdaveb Posts: 1,622 Oculus Staff
    Depending on the OS and driver on your SM-G925F, it may have different features enabled. GLES 3.1 is necessary but not sufficient to run UE4's ES3.1 renderer and you may need to update your system image.
  • Norman3DNorman3D Posts: 35
    Lawnmower Man (or Woman)
    Indeed, updating to Android 6.0 solved the issue! (Oculus submission process claimed it crashed on 6.0 though, they might have a different S6 Edge model? In any case thanks a lot, we will ask for further details in a support ticket!)
  • motorsepmotorsep Posts: 1,043
    Nexus 6
    Norman3D said:
    Indeed, updating to Android 6.0 solved the issue! (Oculus submission process claimed it crashed on 6.0 though, they might have a different S6 Edge model? In any case thanks a lot, we will ask for further details in a support ticket!)
    Was this issue resolved ?
  • Norman3DNorman3D Posts: 35
    Lawnmower Man (or Woman)
    edited April 24
    motorsep said:
    Norman3D said:
    Indeed, updating to Android 6.0 solved the issue! (Oculus submission process claimed it crashed on 6.0 though, they might have a different S6 Edge model? In any case thanks a lot, we will ask for further details in a support ticket!)
    Was this issue resolved ?

    Not yet, nobody has answered to our ticket yet. We are about to ask for help in GearVR's subreddit in hopes to find a volunteer with an american S6 Edge so that they can send us the logcat. We have no ability to reproduce the issue on our end since the game launches and runs fine on the international model.
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