Help needed RE VR render quality


Hi everyone,

I’m hoping someone can tip me off on why my standalone VR game looks so awful on my Quest 3. I’ve been messing with this for a few days but can’t seem to get a good result.

I’ve followed the guides and have everything setup/installed properly for developing on the Q3. The Android SDK/NDK/Java environment settings are properly setup. I can launch a VR preview from within UE and it looks good whether I’m using 5.1, 5.2 or 5.3, but as a standalone it’s pretty bad unless I package from 5.1.

Packaging from 5.2 looks pretty bad (please see attached picture). Packaging from 5.3, without using the metaXR plugins, it still looks bad. Using the metaXR plugins, it either looks bad or won’t even run.

I’ve adjusted all the output settings I know of, either for openXR or the metaXR plugins.

I worry that I’m overlooking something very basic but am stuck. Any hints or clues?

Thanks!

what is the graphics config you running at? you know the Q3 is still just a mobile device? so you should run a mobile graphics config for this low performance gpu on a 4k+ monitor. this looks like it’s downscaling cause it can’t render the full blown engine fast enough. or maybe you just need to tweak the screen percentage? good framerate not guaranteed.

Thank you for the reply!

Your question/comment RE the downsizing nudged me to look a bit deeper. For me the setting that fixed it is in Project Settings/Rendering. The Screen Percentage Mode for Desktop Renderer was set to “Based on Display Resolution”. Changing it to “Manual” did the trick (everything else is set to Manual as well). The packaged version now looks the same as the preview.

Thanks again for your help!