I’ve been fighting with Unreal for about two weeks now to try and get some sort of Realtime GI going in VR, but everything I try just keeps coming up short.
My hardware setup is a desktop with a 1080ti and an MSI laptop with a 3060 in it. And for a headset I’m using a wired Quest 2.
Someone suggested on discord that I try RTXGI in 4.27 as it “supports” VR.
Outside of VR, it got even nicer results than lumen with none of the night time SSGI problems (I highly recommend trying it if you haven’t already). And it performs moderately well on my 1080ti and super nicely on my 3060 (although the strip of metal above the keyboard on the MSI gets hotter than the surface of the sun).
But when I try it in VR, the quality goes completely to hell. None of the nice shadows under tables and other furniture show up at all, and the head movement when you look around is… jiggly? Makes you feel like a bobble head.
I suspect that the nice imagery in the viewport is a combination of lighting by RTXGI and shadowing by Path tracing (the shadows and the reflections have that telltale sparkly look) and when I launch in VR the RTXGI is working but the path tracing is not (is that correct?)
Has anyone had any luck getting better results that this with RTXGI in VR?
Can anyone offer any tips or suggestions for getting the VR view to look more like the viewport view?