Scene looks different in Android/Quest preview vs Desktop (emissive color and lighting issue)

Hi everyone,

I am working on a VR project in Unreal Engine (UE 5.7) targeting Meta Quest (Android).

I am having an issue where my scene looks very different when switching from Desktop preview to Android (Mobile / Android Generic XR preview).

Main differences:

  • The emissive material color changes (from strong red on desktop to pinkish on Android)
  • Lighting looks flatter and less intense
  • Overall tone and brightness are different

What I am using:

  • PostProcessVolume (Infinite Extent enabled)
  • Emissive material for a glowing artifact
  • SpotLight + Directional Light
  • Android (ASTC) build target

I attached screenshots showing the difference (Desktop vs Android preview).

My questions:

  • Is this expected behavior due to mobile rendering limitations?
  • Could this be caused by exposure, tonemapping, or Mobile HDR?
  • What is the best way to make the Android version look closer to the Desktop version?

Target device: Meta Quest 3 (standalone VR, mobile renderer)

Any help or suggestions would be greatly appreciated!

Thanks in advance!

For meta quest 3 you are limited in texture samplers. Your emissive issues might be due to that. Pack your channels to work around this. Most of my materials use only 1 or maybe 2 texture samples on quest.

Post-process and mobile HDR on that platform is very expensive, I would avoid it unless for a very constrained scene. If you’re using the meta quest branch of unreal you can use the tone-mapper for some effects, far better performance:

The lighting is calculated differently for android and feature sets for lights are not the same, esp if you’re comparing deferred(unreal’s default) to forward rendering.