Headset environment is dark

I created a test environment with emissive materials. I checked the Bloom checkbox in my project settings. Here is what it looks like on my laptop:

But, when I package a build and upload it to App Lab, it is much darker on my headset:

Any idea what is causing this? My headset is not set to dark. The home environment is normal looking.

I found a post that said to enable Mobile HDR so I checked the box, made a build, and uploaded it to the App Lab.

Now, the scene is much brighter, but:

  1. The view for the left eye is completely black. That only happens in the app. The left eye image returns when I exit the app.
  2. There is a lot of random noise on the screen that keeps appearing and disappearing.

MobileHDR is not supported on Quest, and not a solution.

When you’re working in-editor you’re not using the same renderer as the Vulkan Forward renderer that’s used on Quest. Use Editor Preview Level and set it to Android Vulkan to simulate what your content will look like on Quest when working in-editor.

2 Likes

Ahh, got it. I was trying to follow suggestions I found. I changed the setting to turn that off.

I changed the setting to Vulkan. Now I see a dull environment. It looks like Bloom (Which I have checked) is not working. What do I do now?

Here is my screen:

Here is my Bloom setting:

There has to be a solution for this.

How do all of these games do emissive-looking materials?
Here are just a few:

If Unreal Engine can’t do this, it is not usable for VR game development.

If you don’t need bloom, one way would be to tint the emissive color toward white to simulate overbrightening. You could also try setting up gradients where the edges of the emissive areas are more saturated.

If you need the bloom effect, faking it with a geometry based implementation could be an option: GitHub - hollowdilnik/GlowingQuad: Unreal Engine implementation of the fake volumetric glow / flare effect from Doom 3 (FlareDeform).

That looks promising. Do I just download the ZIP file and extract it’s contents to my project’s Content folder?

You should extract it to the Plugins folder inside your project. It has code in it, so you’ll also need to build it. It should automatically get built if you convert the project into a C++ project.

1 Like

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.