Right eye contains extra shading/shadowing?

In the image below you can see extra shadowing or AO, or something going on, but I can’t figure out what’s causing it. Does anyone know? (UE 5.3, DX12, SM6)


Update, I’ve disabled all of the following in pursuit of the culprit to no avail:

  • Lumen
  • Nanite
  • TAA
  • TSR
  • SSR
  • SSAO/Mobile AO
  • Virtual Shadows
  • Auto Exposure
  • Dynamic GI
  • Raytracing
  • Motion Blur
  • Lens Flare
  • Most if not all of the post processing effects (sans tonemapper which is hard to kill)
  • Reflections to use reflection captures r.ReflectionMethod=0
  • Distance Field Shadows On/Off

It’s certainly related to post processing/tonemapper as if I kill tonemapper with ShowFlags.Tonemapper 0 the issue goes away along with color grading, HDR, and a whole host of visual improvements.


Update Next Day , (Should i update or reply to the thread instead?)

I’ve narrowed the issue down to the use of local exposure within the tone mapper. If I set ShowFlag.LocalExposure=0 this defect, and the one talked about in this thread goes away.

You will however need to use a custom post process material that applies custom tone mapping to the result of the Post Process Input 2 scene texture to fix your colors though as you will loose gamma/brightness/luminance/color correction.

Additionally, any post processing effects which are applied between the Post Process Input 2 and 3 scene texture captures will be lost. On the plus side you get back DX12 support, don’t loose all post processing effects, and you can use >80% screen percentage on afflicted headsets again.

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