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.
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?
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