Quest 3 - Deferred Rendering via PC

I am using the Quest 3 - deferred rendering for VR PC.
For some odd reason, I am getting a so called unwanted “mirage” effect.
No mater what GI, Reflection, AA, or Shadow Solution.

It’s a riddle I can’t solve. I switch to Forward Rendering and the “mirage” effect is gone.

But the whole point is to use Deferred Rendering, so I can use Shader Model 6.
Besides, no matter what Shader Domain I use - no reflection, it’s all the same even when using a simple plain material.

  • Does anyone experience similar issues?
  • Any ideas or thoughts what could cause that issue?

Thx a bunch for any ideas, appreciate it!

Hi there @BernhardRieder

If you disable screen-space post-process effects, does it still happen?

Yes, I killed it all and tested everything separated.
The Mirage effect is extreme dominant as soon as I switch to deferred rendering.

It checked the following:

  • Materials with different Domains (plus Roughness, Normals, Opacity, Translucency, etc.)
  • AA
  • GI
  • Reflections

In the end, I had everything disabled, one light only with one plain material, one solid color.
Same issue - the “mirage” effect is not going away.

Geometry changed from Nanite, to Nanite disabled.

Nothing. I thought perhaps the project file is corrupt, or any other overrides.
So I started a blank VR Template from scratch. Guess what, same issue.

Of course, the unwanted “mirage” effect appears when I load the architectural geometry.
However, I checked if it could be caused by UVW’s as well. Nada.

Also, when importing my geo (static meshes only),not very dense, or complex.
The FPS drops to 30FPS - which is not sufficient, even in unlight mode.

I do have two A6000 - and a very beafy workstation.
Latest Nvidia drivers, etc.

I am running out of ideas… thanks for any hints!

I’d suggest using a frame debugger like RenderDoc and looking over the render calls to see where the effect gets added.

Do you have any screenshots videos of how it looks?

hmm.. you mean RenderDoc will specifically show me what’s causing the mirage effect?

It’s strange. Even when using the VR Template and switching to DX12 and SM6 - kaboom, you’ll run immediately into that issue.

Not sure if it’s possible to see the mirage effect on a still or screenshot. Because it’s happening when using the VR headset.

yes, it has nothing to do with the Screen Space GI. In general, you use DX12 and SM6 - kaboom, you have the unwanted “mirage” effect.

How can we fix this?

The effect would have to be visible in the output framebuffer, but RenderDoc could help show where in the rendering process it is added. If it’s a deferred pass, the main render pass, or postprocessing.

If it’s not visible in a screen recording, an option is to film it though the headset lens. It’s hard to give advice on a rendering on a description alone.

Some screen shots would be very helpful in this situation.

Hey, screenshots don’t capture this unwanted artifact or effect.
Also video capture via the VR Headset isn’t cutting it.

I was prepping a simple VR Project file, that includes basically the default VR-Template, but with the Project Settings for PCVR, DX12 and DLSS.
You can Download from here. (290MB)

Screenshot attached:

Unreal Engine 5.4.4
RHI: DX12
Deferred Rendering, DLSS

Issue is consistent:
You can’t use DX12 for VRPC without running into the so called “mirage” artifacts.
The scene provided is the VR-Template with one Direct Light only and highlights this major issue.

Curious about everyone’s else test results, thoughts and ideas.
Cheers