Quest 2 mobile build + HDR only renders half the camera view.

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.

I have the same issues now, and I think the bloom effect is essential for mobile VR for some art directions.

Hi Cakezilla, there’s other people experiencing the same issue, we’re discussing it on Discord:

unfortunately looks like Mobile HDR causes the problem

you should also disable Vertex Fogging For Opaque