Since upgrading from Unreal Engine 5.5.4 to 5.6, I’ve encountered a major visual issue while using VR with TSR (Temporal Super Resolution) under DirectX 12 and without Forward Shading.
When turning my head inside the headset (Pimax Crystal Light), the scene becomes heavily distorted during motion. It looks like all objects, especially Nanite foliage like grass, leave severe ghosting or trailing effects as I move. The visual clarity breaks down completely during movement, making it almost unusable in VR.
This issue did not exist at all in 5.5.4 under the exact same project setup and hardware. The problem started immediately after upgrading the engine to 5.6.
Repro steps:
1. Open a VR project with Nanite foliage (grass)
2. Set AntiAliasing to TSR
3. Run in VR using DX12 (no Forward Shading)
4. Move your head quickly — observe extreme ghosting/distortion artifacts
Please let me know if this is a known regression, and if there’s a workaround or fix planned. I’m happy to provide logs, INI settings, or project samples if needed.
Same issue. VR in deferred mode in 5.6 is unusable in the current state. Hoping a fix in in the works…
Edit: switching to TAA doesn’t help
Edit: reported on the Unreal Engine Bug Submission Form
Since 5.6 has just released, it’s still prone to unexpected behaviours for specific setups, and TSR + VR is being affected. The most simple solution would be to roll back to 5.5.4, and use that version of your project specifically for VR packing.
Still, checking around the community, found a few steps that could be worth trying out:
Test by enabling Forward Shading, via opening your project’s DefaultEngine.ini, and adding the following line:
r.ForwardShading=1
Switch between FXAA or MSAA, back to DefaultEngine.ini, and add ONE of the following line (test the other one if the first one fails):
Finally, test by disablng Nanite on your foliage, via location all your foliage assets in content browser, bulk edit with property matrix, then unchecking “Enable Nanite” on them. After saving, restart the engine to recompile your shaders.
Hi, No the foward shading are not usable with Lumen and nanite in VR and is ugly for foliage asset. the FXAA is very pixelized and agressive to the eyes in VR and the MSAA only work with Foward Shading Enabled. Thx for your time.