I am developing quest3 MR content using UE. I want to achieve the floodlight effect shown in the picture (the picture was developed using Unity). After my research, I found that enabling mobile HDR is necessary, but in actual operation, it may cause rendering issues, such as continuous black screen in the eyes. One of the solutions proposed was to disable the multi-view feature of the mobile device and modify the anti-aliasing method, etc. However, I verified that none of these methods worked. The official advice is not to enable mobile HDR. So, can I understand that currently when developing MR content for Quest 3 using UE, we cannot achieve the self-illuminating/bloom effects shown in the figure, which were achieved using Unity for development? This problem has been bothering me for over a year. thank you.
The self-luminous effect, shouldn’t that just require bloom? I don’t see how HDR is required to suggest an emissive object.
Thank you for your response.
However, the effect of using post-processing bloom no longer worked in the Quest 3 head-mounted display after packaging. After enabling mobile HDR, the bloom effect appears, but at the same time, it causes inconsistency in eye rendering.
Inconsistency in eye rendering- can you describe what this inconsistency looks like? Only one eye?
Thank you!
One of the eyes sometimes appears completely black, and at other times the phenomenon is like a glitch that infinitely stretches and distorts the object. I noticed that there is an answer here stating that currently mobile HDR is not available, and one can try using tone mapping instead. https://forums.unrealengine.com/t/meta-quest3-and-mobile-hdr-issue-on-unreal-5-5-4/2583003/2?u=_9528
