Pixel Streaming in VR: one Eye black

I want to use Pixel Streaming to run an unreal game on a server and connect to it from a client via a browser. Using Pixel Stream to stream a VR game is currently in an experimental stage.

I followed this article Experimental Pixel Streaming Features | Unreal Engine 5.2 Documentation from the “Pixel Streaming in Virtual Reality” section. Basically it says Use the Virtual Reality template, enable the Pixel Streaming plugin, disable the Open XR plugin, delete an Open XR dependent blueprint, generate a https certificate, start the server, start the game with the arguments -PixelStreamingURL=ws://127.0.0.1:8888 -PixelStreamingEnableHMD.

When I do this it works. However, my game is based on the Collab Viewer template. After doing the same steps, when I start the VR mode, one eye is black. I checked both templates for difference in setting and tired to adjust the collab viewer accordingly, but none of the settings seem to be the right one.

I suspect that this problem has nothing to do with Pixel Streaming itself, but with rendering a stereocopic image without Open XR. Probably I am just missing a setting somewhere. However, I am not too sure about this and Pixel Streaming in VR is what I want to archive.

I am using the unreal version 5.2.0.

Thanks a lot for any hints.

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We have the same problem here.

Have you already turned Mobile HDR off? That’s the only possible reason I know, anyway I have never done pixel streaming, so I don’t really know.

I only have done the typical PC VR & Quest 2 Mobile Development of XR, hope it was just that checkmark that you may have overseen.

Good luck !

Unfortunately I have already tried this and it does not solve the issue.
Thanks anyway.

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Same here. I’m using 5.2.1

Partly same here (5.3.1)
I see right eye as half even in viewport.

Running into the same issue in 5.3.2, I tried in 5.2.1 and it works properly. Is this an internal issue of the version? Or it has a plausible solution?

it continues. you can check it from my github issue.

Yes, I already checked it. Thought that maybe here someone had the solution or another usecase where it worked.

Hello, the following steps worked for me

  1. Add VR template
  • find and remove B_AssetGuideline_VRTemplate with force option
  • find and compile VRPawn
  1. Set in Map properties
  • Game Mode Override: VRGameMode
  1. Change project settings
  • Maps and models
    – Default game mode: VRGameMode
  • Engine/Rendering
    – Anti-Aliasign Method: Multi-Sample Anti-Aliasing (MSAA)

Run in windows mode (Press F11 to exit full screen)

how about the Latency? is there any successfull application using Pixel Streaming for XR HMD?

Latency wasn’t bad but resolution was. Even if black screen problem would solve, I don’t think I would want to build a product with it.

I will try it again after 5.4’s final release.

donot support higher resolution?
or if increase resolution, the latency will become bad…

I didn’t try to increase resolution because right eye problem. Latency is a subjective thing. I have 16 Gbit WiFi 6E router and Quest Pro. So, I can increase a little more if it is possible.

hey i found exact solution when one eye is black works only in h 5.3 version disable stereo rendering mobile hdr forward shading. switch default anti aliasing to MSAA . does not work in 5.4 but do work in 5.3