bad light quality in mobile vr

Hi there :slight_smile: We are currently building a VR enviroment based on the VR-Template and while the lighting looks great in the regular preview, that isnt the case when we enable the android preview :frowning: Cubemap reflections seem to dissapear and Lightsources become quite harsh and cast a pretty hard spot on the wall. The Overall lightmap resolution seems to be different as well.

It would be great if someone could point me in the right direction, i already tried changing some entries in the device profile but i propably didnt change the right ones because nothing changed ^^”

currently performance is good so we would like to improve the quality as much as possible and especially those hard lights really bring down visuals (cubemaps would be nice but arent AS important right now^^)

It looks like it’s more than the absence of the cubemaps and lighting- the whole color grading of the scene is different. It might be a composite problem, and part of the problem could be the device color profile on the Android preview?

You’re right for the massive hit to lightmap resolution, although I’m curious if that’s an asset texture issue as well.

Cubemap reflections is really interesting to me. Are you getting any specular in the scene?

What happens if you PIE and play with the scalability settings?