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!

