# Oculus Quest 2 image banding in vr template

**URL:** <https://forums.unrealengine.com/t/oculus-quest-2-image-banding-in-vr-template/529552>\
**Category:** XR Development\
**Tags:** Mobile-VR, unreal-engine, UE5-0, question\
**Created:** [April 15, 2022, 2:25pm UTC](https://forums.unrealengine.com/t/oculus-quest-2-image-banding-in-vr-template/529552 "2022-04-15T14:25:51Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![Goodtiger](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/goodtiger/32/470194_2.png) [@Goodtiger](https://forums.unrealengine.com/u/Goodtiger)\
**Post date:** [April 15, 2022, 4:13pm UTC](https://forums.unrealengine.com/t/oculus-quest-2-image-banding-in-vr-template/529552/2 "2022-04-15T16:13:15Z")

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have the same problem, see my post regarding the problem.

> [@Quest2 Shadow artifacts](https://forums.unrealengine.com/t/quest2-shadow-artifacts/522998):
>
> this is taken in Quest2 built with UE4 4.27 this is taken in Quest2 built with UE5 5.0 can anyone help me with this problem. Have tried to adjust lightmap compression, texture qualities I can not get rid of the artifacts in the shadow areas As it seems, they are most clearly visible in dark areas. Both are built with Epic’s standard VR template without any changes.

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