Im building a VR scene using the VR template, and I noticed my metalic materials seem to be glitched. I tested a bunch of things but couldn’t find the culprit, so I created a third person template and there the materials work perfectly. What could be the cause of this?
Is that in VR googles view, or both are in editor/monitor normal view?
Have you checked render settings in project settings.
It may be so VR template uses different rendering like different DirectX version target etc.
Also if everything works fine in 3rd person, you always can migrate VR player character and controller over to 3rd person. Or recreate those manually in 3rd person. This setup would be even better base for game project.
Hi, thanks for answering. It happens on both third person and VR. I did what you said about migrating it to 3rd person and everything looked great visually, but the performance using the headset was terrible- no more than 6 fps.
I looked into optimizing the project settings for VR and I discovered Forward Rendering is the setting that causes the metals to look like this in the VR template, and also makes the scene look significantly worse in terms of lightning (objects dont even cast shadows). This is unfortunate, since this setting takes the performance from 6fps to 40-50 fps. Is there something I could do to maximize visual fidelity without sacrificing all my performance?
Is your VR rendered by PC GFX card?
Because default template like 3rd person should be note that heavy.
What VR device you have?
I have HTC Vive, and NVidia 2080TI and it runs decent in default templates, all together with editor and 4k monitor.
I think this may be only the billionth message about this issue - search the forum for “metal black”, have a laugh.
But you know “unreal engine works”, right?
You’ll find answers and possible solutions when you search the forum and realize UE is trash, but you can also try making sure you have reflection captures present in the scene.
Oh, and assuming that it only doesnt work in VR, maybe there is some removal of reflections going on for VR, since the engine can’t even run a simple scene in 800x600 at the fps required for players not to puke their guts out in vr…
Yup agreed in general.
Best unreal engine version is 4.27, after that all gone to “bad, stinky place”.
Currently Unreal becomes less and less a GAME engine
and more and more INVESTORS BAIT BUZZWORDS engine
Game engine should be able to run decently on decent settings on average PC.
and current state of Unreal is that, you have (just examples, list is much much longer):
- open world
- nanite
- mega lights
- mass entity
- dinosaurs with lolzors and jetpacks
and the kicker is that from this all awesomeness YOU CAN HAVE ONLY ONE of those!