# Quest 2 Mobile HDR - left eye black / not rendering

**URL:** <https://forums.unrealengine.com/t/quest-2-mobile-hdr-left-eye-black-not-rendering/615972>\
**Category:** XR Development\
**Tags:** unreal-engine, UE5-0, Android, packaging-projects, question\
**Created:** [July 28, 2022, 2:58am UTC](https://forums.unrealengine.com/t/quest-2-mobile-hdr-left-eye-black-not-rendering/615972 "2022-07-28T02:58:21Z")\
**Posts on this page:** 13\
**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:** [July 28, 2022, 2:58am UTC](https://forums.unrealengine.com/t/quest-2-mobile-hdr-left-eye-black-not-rendering/615972/1 "2022-07-28T02:58:22Z")

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I want to use Mobile HDR for bloom effects critical to my project.

I have a clean install of UE5, began with the starter VR demo,  
Enabled ‘Mobile HDR’, added a post process volume and turned up bloom,  
My left eye is black.  
I disable MHDR, I see both eyes but no bloom.

I’ve heard disabling MMV fixes this, so I uncheck MHDR, disable MMV, but still one eye broken.

I have also experimented with enabling / disabling Instanced Stereo to no avail.

What works for you guys and how do I make this work!

Please help!

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**Author:** ![Muscle\_Kay](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Muscle\_Kay](https://forums.unrealengine.com/u/Muscle_Kay)\
**Post date:** [August 2, 2022, 8:24am UTC](https://forums.unrealengine.com/t/quest-2-mobile-hdr-left-eye-black-not-rendering/615972/2 "2022-08-02T08:24:40Z")

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I’ve heard disabling MSAA fixes the black eye with mobile HDR in UE5. Give it a try.

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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:** [August 3, 2022, 12:39am UTC](https://forums.unrealengine.com/t/quest-2-mobile-hdr-left-eye-black-not-rendering/615972/3 "2022-08-03T00:39:49Z")

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This worked to resolve the left eye blank out!

Unfortunately it now has caused some weird rendering effects / flicker in the left eye I haven’t seen before - but I am going to test some other AA methods and VR settings to get a full fix now.

Will post a solution if i get one - otherwise this is the closest I’ve gotten. Thanks @Muscle_Kay !

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**Author:** ![MvFury](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@MvFury](https://forums.unrealengine.com/u/MvFury)\
**Post date:** [September 19, 2022, 3:01pm UTC](https://forums.unrealengine.com/t/quest-2-mobile-hdr-left-eye-black-not-rendering/615972/4 "2022-09-19T15:01:31Z")

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Hey there, have you found the fix on weird rendering/flickering that you described earlier?

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**Author:** ![roushenzo](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@roushenzo](https://forums.unrealengine.com/u/roushenzo)\
**Post date:** [November 1, 2022, 9:32am UTC](https://forums.unrealengine.com/t/quest-2-mobile-hdr-left-eye-black-not-rendering/615972/5 "2022-11-01T09:32:42Z")

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Hi, did you resolve all problems with it?

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**Author:** ![nelsonlyx](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@nelsonlyx](https://forums.unrealengine.com/u/nelsonlyx)\
**Post date:** [December 25, 2022, 5:42pm UTC](https://forums.unrealengine.com/t/quest-2-mobile-hdr-left-eye-black-not-rendering/615972/6 "2022-12-25T17:42:39Z")

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Thank you so so much! This saved my life on UE 5.0.3 when none of the other suggestions (disabling/enabling Mobile HDR, Instanced Stereo, OpenXR plugin, MetaXR plugin)!

For posterity, I switched the anti-aliasing to FXAA.

Hoping someone else can explain what’s going on or if MSAA has some bugs for now because MSAA has always recommended in UE docs like this [XR Best Practices in Unreal Engine | Unreal Engine 5.0 Documentation](https://docs.unrealengine.com/5.0/en-US/xr-best-practices-in-unreal-engine/)

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**Author:** ![nelsonlyx](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@nelsonlyx](https://forums.unrealengine.com/u/nelsonlyx)\
**Post date:** [January 4, 2023, 7:32am UTC](https://forums.unrealengine.com/t/quest-2-mobile-hdr-left-eye-black-not-rendering/615972/7 "2023-01-04T07:32:25Z")

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Update: Looks like Unreal has another documentation here on VR/XR features. [XR Performance Features in Unreal Engine | Unreal Engine 5.0 Documentation](https://docs.unrealengine.com/5.0/en-US/xr-performance-features-in-unreal-engine/)  
I tried the steps and I’m no longer getting the same issue on my Quest 2:

- Enable _Mobile Multi-View_
- Disable _Instanced stereo_
- Enable MSAA

Just take note that MSAA will cause some specular aliasing which will be noticeable as shimmer in VR as our camera is always moving. See this video [Robo Recall Performance Optimization | Project Spotlight | Unreal Engine - YouTube](https://youtu.be/3Yx9IEOc5s4?t=1923) for some explanation

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<div class="post-metadata">

**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:** [January 8, 2023, 11:47am UTC](https://forums.unrealengine.com/t/quest-2-mobile-hdr-left-eye-black-not-rendering/615972/8 "2023-01-08T11:47:32Z")

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Thanks for this. At the time of this post - I had to resort to using a stable version of ue4 and abandoned ue5. I’ll give this new methodology a go - but I’ve marked this as a solution for the moment. Thank you!

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**Author:** ![nelsonlyx](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@nelsonlyx](https://forums.unrealengine.com/u/nelsonlyx)\
**Post date:** [January 10, 2023, 3:03am UTC](https://forums.unrealengine.com/t/quest-2-mobile-hdr-left-eye-black-not-rendering/615972/9 "2023-01-10T03:03:06Z")

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Thanks for checking back! I just found out application spacewarp is only available on 4.27 so I’m totally envying you right now though.

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**Author:** ![RafigRzayev](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@RafigRzayev](https://forums.unrealengine.com/u/RafigRzayev)\
**Post date:** [August 28, 2023, 1:43pm UTC](https://forums.unrealengine.com/t/quest-2-mobile-hdr-left-eye-black-not-rendering/615972/10 "2023-08-28T13:43:13Z")

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Didn’t work for me, still one eye blank. FYI

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**Author:** ![RafigRzayev](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@RafigRzayev](https://forums.unrealengine.com/u/RafigRzayev)\
**Post date:** [August 31, 2023, 12:19am UTC](https://forums.unrealengine.com/t/quest-2-mobile-hdr-left-eye-black-not-rendering/615972/11 "2023-08-31T00:19:19Z")

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For anyone trying to make post-process effects work on Quest 2, I also struggled, here is conclusion: [Reddit - Dive into anything](https://www.reddit.com/r/unrealengine/comments/16278ed/infraredcamera_effect_for_quest_2_vr/)

hopefully it will save you some time.

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**Author:** ![sergiogonzo](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@sergiogonzo](https://forums.unrealengine.com/u/sergiogonzo)\
**Post date:** [April 25, 2024, 2:02am UTC](https://forums.unrealengine.com/t/quest-2-mobile-hdr-left-eye-black-not-rendering/615972/12 "2024-04-25T02:02:18Z")

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i can be able to make it work, but is expensive, I ACTIVATE hdri mobile, and disactivate multiview, and change to deferred shading and work in both eyes

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**Author:** ![\_9528](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/_9528/32/1128495_2.png) [@\_9528](https://forums.unrealengine.com/u/_9528)\
**Post date:** [November 27, 2025, 12:14pm UTC](https://forums.unrealengine.com/t/quest-2-mobile-hdr-left-eye-black-not-rendering/615972/14 "2025-11-27T12:14:52Z")

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@sergiogonzo

> [@\_9528](#):
>
> Hello, is the ACTIVATE hdri mobile you mentioned referring to the use of the HDRIBackdrop plugin? Was “mobile hdr” actually misspelled?  
> 1.activate hdri mobile  
> 2.disactivate multiview  
> 3. Use the deferred rendering mode
> 
> Is there anything else that needs to be revised? After modifying the test according to the above three conditions, I still found that it didn’t work properly. One eye’s rendering was completely messed up.
