Some info:
- Mobile MSAA set to 4x
- Bloom ON
- Instanced stereo OFF
- Mobile HDR ON
- MMV off
- Vulkan ON
- Building for 64 bit
- Project made in blueprint
I understand there’s a performance drop for using Bloom - but my app that I’m trying to run is literally a menu with a skybox and a few particles. I’ve seen plenty of UE4 production builds of apps run with bloom which really enhances the visuals - as sun discs, point lights, emissive materials all give off that nice glow.
The error I’m currently running into is: The only way I can get a nice bloom effect working is by enabling Mobile HDR, but when I do - only one half of each eye is rendering…
So if I close my RIGHT eye and view through my left, the left hand side is a still frame of my experience, the right hand side is functional. And if i close my LEFT eye, the same exact thing happens.
So it’s not simply breaking one of the eye’s its actually only rendering half of each…
A: Has anyone run into this sort of thing before and knows a fix?
B: Is there another way to get nice bloom going on emissive materials etc rather than enabling Mobile HDR?
Here’s a screenshot of where the left hand side is a still frame of the scene that is locked to the HMD, and the right hand side moves dynamically with my head movement.