Hi everyone, i am very new to unreal and started a little vr project with the simple first goal being having a space scene with a skybox and a planet silhouetted by the sun, it’s atmosphere aglow.
It seems the SkyAtmosphere in unreal 5.3 is not working for Forward Shading (the default project setting for vr projects). It looks great in deferred but when i try to launch the vr level, the headset starts chugging and is unable to run it… this happens weather i have the atmosphere and lights in the level or not. Reading up on it online, suggests that using deferred for VR is not advisable.
Here is a link to what the same atmosphere looks like with deferred vs forward renderer
Now i am very new to this, so this might be a no brainer, but i would appreciate some help to get around this, so here are my questions.
- Is there a way to get a similar result for atmosphere in forward shading, i tried tweaking the settings but cannot get rid of the artifacts and seemingly low resolution. alternatives workflows maybe?
- Is there a way to get a VR project to run properly with deferred rendering? Optimization steps, etc that i should take?
Thank you in advance!