# 4.15: SeparateTranslucency broken in VR

**URL:** <https://forums.unrealengine.com/t/4-15-separatetranslucency-broken-in-vr/385679>\
**Category:** XR Development\
**Tags:** unreal-engine, bug-report, Rendering, UE4, question\
**Created:** [February 21, 2017, 3:25pm UTC](https://forums.unrealengine.com/t/4-15-separatetranslucency-broken-in-vr/385679 "2017-02-21T15:25:41Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![anonymous\_user\_35dca91b](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_35dca91b](https://forums.unrealengine.com/u/anonymous_user_35dca91b)\
**Post date:** [February 21, 2017, 3:25pm UTC](https://forums.unrealengine.com/t/4-15-separatetranslucency-broken-in-vr/385679/1 "2017-02-21T15:25:41Z")

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UE4.15 with the following settings does not properly render in VR

r.SeparateTranslucency=True

r.SeparateTranslucencyScreenPercentage=50

- left eye = ok

- right eye = ok, gets full res translucency rendered on top and ignoring depth test

see screenshot with r.SeparateTranslucencyScreenPercentage=10 to illustrate left eye is ok but right eye is ko

 ![127173-separatetranslucency_vr_4.15.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/d/e/7de7986077ff3d43cf5c478cd2fef53e03c4a494.jpeg)

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**Author:** ![anonymous\_user\_e729f54e](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_e729f54e](https://forums.unrealengine.com/u/anonymous_user_e729f54e)\
**Post date:** [February 21, 2017, 6:27pm UTC](https://forums.unrealengine.com/t/4-15-separatetranslucency-broken-in-vr/385679/2 "2017-02-21T18:27:08Z")

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Hello AurelienK,

I was able to reproduce this issue on our end. I have written up a report and I have submitted it to the developers for further consideration. I have also provided a link to the public tracker. Please feel free to use the link provided for future updates. Thank you for your time and information.

Link: [Unreal Engine Issues and Bug Tracker (UE-42219)](https://issues.unrealengine.com/issue/UE-42219)

Make it a great day

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<div class="post-metadata">

**Author:** ![anonymous\_user\_35dca91b](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_35dca91b](https://forums.unrealengine.com/u/anonymous_user_35dca91b)\
**Post date:** [February 21, 2017, 6:51pm UTC](https://forums.unrealengine.com/t/4-15-separatetranslucency-broken-in-vr/385679/3 "2017-02-21T18:51:38Z")

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Thanks for your quick follow up!

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**Author:** ![Novezeil](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Novezeil](https://forums.unrealengine.com/u/Novezeil)\
**Post date:** [June 18, 2017, 1:56pm UTC](https://forums.unrealengine.com/t/4-15-separatetranslucency-broken-in-vr/385679/4 "2017-06-18T13:56:36Z")

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Finally found I am not the only one with this issue. Initially I was thinking it’s something wrong with VR SLI and spent tons of the time debugging at PhysX’s side. Glad to know it’s under WIP.
