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    [OCULUS] Black Artifacts and jitter?

    Hi there!

    I was running my first quick test using Unreal and deploying to Oculus Quest.
    For some reason I am getting black artifacts and jitter on all my test levels.

    Here is a short Video I recorded to show this strange artifacts:
    https://youtu.be/Jjp8ekfTSwk


    What am I missing here and how could I fix that?

    Thank you so much for any little help!
    appreciate it!

    #2
    I've had similar issues to that when meshes have been overlapping with each other or the floor. Do you get the same issue if you float cubes in the air?

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      #3
      Hey Marc!

      thanks a lot. I was testing the intersection. And yes, when objects intersect, the black jitter-effect is very dominant.
      But even after making sure, there is NO intersection at all - objects that are far in the distance are causing this weired jittery effect.

      It almost seems it's an AA problem.
      • Aren't there any other options in the project settings to avoid this problem?
      • Any settings we need to adjust?
      • Like collision density settings?

      I also realized a pretty bad anti-aliasing issue... it's set to off at this point.
      What are the recommended options to use anti-aliasing for VR?
      • FXAA
      • TemporalAA
      • MSAA
      thanks a lot man, appreciate your input!
      Last edited by BernhardRieder; 01-13-2020, 05:56 AM.

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        #4
        ohh.. and I wanted to add something.

        If you are using the GPU Lightmass - then you can actually bake GI, Reflection, Translucency and AO - and after baking you deploy it to VR?
        Or did I misunderstand the GPU-Lightmass plugin?
        Last edited by BernhardRieder; 01-13-2020, 05:56 AM.

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