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

**URL:** <https://forums.unrealengine.com/t/quest-2-mobile-build-hdr-only-renders-half-the-camera-view/491667>\
**Category:** Rendering\
**Tags:** oculus-quest, unreal-engine, Rendering, question\
**Created:** [December 7, 2021, 5:49am UTC](https://forums.unrealengine.com/t/quest-2-mobile-build-hdr-only-renders-half-the-camera-view/491667 "2021-12-07T05:49:31Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![cakezilla](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/cakezilla/32/555373_2.png) [@cakezilla](https://forums.unrealengine.com/u/cakezilla)\
**Post date:** [December 7, 2021, 5:49am UTC](https://forums.unrealengine.com/t/quest-2-mobile-build-hdr-only-renders-half-the-camera-view/491667/1 "2021-12-07T05:49:31Z")

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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.

 ![353653-ue4-answer.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/4/a/c4a92e84c0bcf597e07f39e2002b37c5f4d16652.png)

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**Author:** ![Jaemoon](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Jaemoon](https://forums.unrealengine.com/u/Jaemoon)\
**Post date:** [December 7, 2021, 12:59pm UTC](https://forums.unrealengine.com/t/quest-2-mobile-build-hdr-only-renders-half-the-camera-view/491667/2 "2021-12-07T12:59:46Z")

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

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**Author:** ![papalagi](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@papalagi](https://forums.unrealengine.com/u/papalagi)\
**Post date:** [December 7, 2021, 3:09pm UTC](https://forums.unrealengine.com/t/quest-2-mobile-build-hdr-only-renders-half-the-camera-view/491667/3 "2021-12-07T15:09:20Z")

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

> **[Discord - A New Way to Chat with Friends & Communities](https://discord.com/channels/415153324099371008/765200535628152833/917733483051360296)**
>
> Discord is the easiest way to communicate over voice, video, and text. Chat, hang out, and stay close with your friends and communities.

unfortunately looks like Mobile HDR causes the problem

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**Author:** ![papalagi](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@papalagi](https://forums.unrealengine.com/u/papalagi)\
**Post date:** [December 7, 2021, 3:10pm UTC](https://forums.unrealengine.com/t/quest-2-mobile-build-hdr-only-renders-half-the-camera-view/491667/4 "2021-12-07T15:10:31Z")

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you should also disable Vertex Fogging For Opaque
