5.1 Groom Hair (Strands) not working properly with VR

Hey all!

Working on trying to get UE5’s new strand based hair and fur rendering to work with VR.

I’m NOT using Lumens or nanite yet as they are way too heavy.

I’m targeting machines with RTX 3060 devices ONLY (My company gives out pre-configured machines with software’s preinstalled to its clients) so don’t need to worry much about mass performance.

I’m using an Oculus Quest 2 for my development.

Unfortunately, the hair only renders in the left eye. For the right eyes character looses all hair and eyebrows and goes bald.

Instanced stereo is on.

Before anyone says use cards or don’t use hair with VR, I need none other than strand based hair and VR for my project as it’s purely a hair cut simulation with no other load in surroundings, unlike an actual game.

I can’t help but imagine there must be some way to force rendering the hair twice for both eyes if one is working properly - even if that means changing something in source and compiling my own engine variation.

Any thoughts appreciated!

Just got VR running with one of my characters loaded, same issue with left eye only on the groom. This is with Lumen on a 4090.

Same issue, can anyone help? Does epic know of this bug?

Still nothing? Same problem here with UE5.2

An easy solution is to disable Instanced Stereo

( XR Performance Features in Unreal Engine | Unreal Engine 5.3 Documentation )

that and the fact of Turn off Forward Shading, turn off Allow Static Lighting

( https://www.youtube.com/watch?v=L8t_pOjYVz4 )

Lumen, Nanite, and Groom, everything seems to work. But the computer vomits its lungs and the loading of textures is a bit slower, so it’s really experimental hacking