[Engine Bug] Instanced Stereo Rendering + Sequencer and Cinecam.

Hi,

This is a 100% reproducible bug with the following steps in Unreal 5.7.1:

  1. Create a new blank project in 5.7
  2. Enable Instance Stereo Rendering (e.g. add vr.InstancedStereo=true in “defaultengine.ini”).
  3. Add a level sequence in the level with auto play active.
  4. Add a camera to the level sequence and pilot it

This is what happens (the rendering is completely off and wrong):slight_smile:

Expected result: Seeing the camera view like without Instanced Stereo Rendering.

Since we are developing a game that can run both with and without VR, we would need to use sequencer when the game is launched not in VR.

(Our project comes from 5.4, which doesn’t have this problem. didn’t test it in 5.5 or 5.6)

Do you know if it is a known bug, and if there are any plan to fix this?

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If I remember right this bug appeared in 5.6. We’re also a VR + non-VR application and have just had to ship without instanced stereo, which suuuuuucks.

How did you manage performance without Instanced Stereo? In current gen games/applications seems a deal breaker not having it.

Either way, if anyone else has some insight, it would be greatly appreciated it!

We didn’t, really.

Over the last year we’ve been de-emphasizing VR anyway given the state of VR as a whole, but more so because of UE’s constant issues with feature parity. It sucks, but we really needed other features in the engine and VR is currently drawing the short straw.

@Ken.Brueck that’s really sad. UE is such a powerful engine I sometimes wonder how these features just break without getting caught by some QA test or tester. Especially since the VR/XR market is really growing at the moment and needs solid tools that can be relied upon. Instanced Stereo is super useful, but other things like anti-aliasing which would help with the lower powered standalone devices out there.

Indeed. I don’t love it but I can empathize with Epic.

They’re moving a thousand miles an hour and have pressures to continue doing so for the foreseeable future. While VR may still be growing, I’d wager that other areas are growing even faster and/or have more financial pressure behind them. You can’t solve all these problems by just adding more headcount, either.

Although it does sometimes feel like they could use more QA and documentation headcount, but I digress.

All we can do is make a little noise by continuing to file bugs and vote on them for priority.

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@VictorLerp not sure if you are the right person to ping, but I saw you in other posts. Can you fill a bug report for this issue as well?
Thank you in advance!

I could repro this in 5.7 but not on Main, so it has already been fixed. Unfortunately I don’t know which CL that fixed it…