# Mobile HDR is not working on Oculus Quest 2 

**URL:** <https://forums.unrealengine.com/t/mobile-hdr-is-not-working-on-oculus-quest-2/2506214>\
**Category:** World Creation\
**Tags:** unreal-engine, question\
**Created:** [May 12, 2025, 1:18pm UTC](https://forums.unrealengine.com/t/mobile-hdr-is-not-working-on-oculus-quest-2/2506214 "2025-05-12T13:18:41Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![brs-sebascova](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/brs-sebascova/32/1052483_2.png) [@brs-sebascova](https://forums.unrealengine.com/u/brs-sebascova)\
**Post date:** [May 12, 2025, 6:05pm UTC](https://forums.unrealengine.com/t/mobile-hdr-is-not-working-on-oculus-quest-2/2506214/2 "2025-05-12T18:05:10Z")

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Hello there @SonTungMTPproMax!

This very same issue was encountered and resolved in anothe thread. Please test their methods for your scenario:

> [@Quest 2 Mobile HDR - left eye black / not rendering](https://forums.unrealengine.com/t/quest-2-mobile-hdr-left-eye-black-not-rendering/615972):
>
> I want to use Mobile HDR for bloom effects critical to my project. I have a clean install of UE5, began with the starter VR demo, Enabled ‘Mobile HDR’, added a post process volume and turned up bloom, My left eye is black. I disable MHDR, I see both eyes but no bloom. I’ve heard disabling MMV fixes this, so I uncheck MHDR, disable MMV, but still one eye broken. I have also experimented with enabling / disabling Instanced Stereo to no avail. What works for you guys and how do I make this w…

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_[View the full topic](https://forums.unrealengine.com/t/mobile-hdr-is-not-working-on-oculus-quest-2/2506214)._
