PBR Material not working on Tablet

Hello Babylon Fans,

i have a Amazon Fire HD10 Tablet - Version 7
if i open this example:


on my Tablet then i get this picture issues ( flickers), how you can see in the uploaded image.

Where is the Problem? What can i do?

Hi Snoopy,

This looks like it might be a driver problem, but it’s difficult to guess more as I’m not familiar with this device. If it’s a browser issue, in theory there should be an error message; can you connect your Chrome DevTools to your tablet’s browser and see if it says anything?

This are a screenshot from chrome dev tools

The GPU in the tablet is a “PowerVR GX6250” how i can find out it is compatible?

I think the best you can do is just trying what is working and what is not working on the targeted device. If you are targeting masses, well… Generally PBR is working on mobile devices. I’m targeting mobile devices with my current project and except the low ends it is working. I have to scale down the textures though. However this one is not working on my phone and it is just a cube texture applied on a sphere. This made me curious…
I’m going to play with this a little bit :slight_smile:

Working example:

Do not set both to 1:

This is what I get when running your original PG, just for comparison:

I was testing all from here:

The Complete PBR Materials are not working - everytime this issues.

Only this stuff is working:

Unfortunatelly the GPU in your tablet is already a grandpa. That’s why many of the examples are not working. :frowning:

No is not a grandpa because al the stuff from three.js is perfectly working even the pbr stuff.

This Example is working realy weel on my Tablet from three.js


Think something is wrong with babylon.js

Cool! In this case, there must be some WebGL feature your GPU doesn’t like that Babylon is using but Three is not. @Evgeni_Popov, any ideas what might be causing this?

No idea…

Are you able to test using an older version of Babylon (4.2) just in case?

Also, can you try to select “WebGL” as the engine instead of “WebGL2”?

@Snoopy This is really insteresting to me, what is the simplest not working pbr example you see on this device ?

Then I ll try to share with you a couple different configurations to pin point the issue as I would really love to get it fixed in our next release.



Ok, sorry my bad. I had a similar issue on a tablet but I just thought, it was too old (6 years old dude).

@Snoopy is this one working for you ? https://playground.babylonjs.com/#2FDQT5#1083


Great, so let s try to narrow the issue, I am sorry in advance of the numerous try and fail we will have, but I need to narrow down which feature is not working :frowning:

Case 1: using a Prefiltered DDS file: https://playground.babylonjs.com/#2FDQT5#1084

Case 2: using a png based cube texture: https://playground.babylonjs.com/#2FDQT5#1085

Case 3: using analytical lights only: https://playground.babylonjs.com/#2FDQT5#1086

Case 4: no BRDF texture + DDS: https://playground.babylonjs.com/#2FDQT5#1087

Case 5: no BRDF texture + Env: https://playground.babylonjs.com/#2FDQT5#1088

Let s first see which of those would work or not, again thanks a lot for your patience…


They all not working :cry: :sob: all have this issues

This is working for me from Three.js:

Can you test sample #3 in WebGL instead of WebGL2?