Added Graphics Showcase sample. Run Setup.bat or Setup.sh to download the content directories for the sample.
Added performant tone mapping techniques for Quest that use Vulkan subpasses for Fades in Level Sequences and for Scene Color Tint, Color Grading LUT, and Vignettes in Post Process Volumes. For an example of them in action, see the sample described above.
When using Perfetto to analyze Oculus apps built with UE4, you can now see track event markers. When packaging Oculus mobile apps, the unnecessary LOCK_WAKE permission is no longer automatically added to the Android manifest.
In Oculus VR Plugin settings, you can now select XR API backend. To access, Project Settings > OculusVR > General > XR API. There are three options:
Legacy OVRPlugin: default; uses the OVRPlugin codepath and library with the CAPI/VRAPI backend (same as previous releases, most stable/compatible for now).
OVRPlugin OpenXR: also uses the OVRPlugin codepath but instead uses the library with the OpenXR backend (missing a few features and may not be as stable).
Native OpenXR: uses UE4's OpenXR codepath and is the equivalent of the OculusOpenXR plugin previously (requires the OpenXR plugin to also be enabled in UE4 and is missing some features at the moment).
For Vulkan mobile apps: in the case of sceneColor we have single-sample and MSAA buffers. The MSAA buffer isn't going be filled up by the GPU on tile-based renderers and memory isn't allocated for it (memory-less/transient) to save ~80Mb RAM.