Severe Rendering Artifact in VR (UE5 w/ Oculus Quest 2)

Hi, I just started developing with with UE5 and the Oculus Quest 2. I have been working in the VR template and have noticed a severe rendering artifact that I can not mitigate.

It is a wavy smearing/ghosting effect that typically gets more pronounced the quicker something moves across the screen, and especially if the object is in direct light. When completely in shadow, there is really no smearing, just a clean ghosting effect. It affects everything in the scene, but some objects are worse. For example, see the shiny handles in the image below.

And here is a video to show it in motion.

I thought at first it might be the anti-aliasing, so I turned it off. Same problem. Then I thought it might have something to do with the reflective material on the handles, since they seem to tear the worst, so I replaced it with a non-reflective material. Same problem. Graphics drivers and Oculus driver are all up-to-date.

If anyone has any insight, it would be greatly appreciated. I am not a complete noob, but I am far from an expert.

System: Intel Xeon Silver 4114, 32 GB RAM, Geforce RTX 3080 Ti, UE5 5.0.3

Could this be an artifact by Oculus ASW 2.0? Some sort of patchwork algorithm. The metal pipes are in parallel to each other and repeating.

From the oculus site:

  • Reprojecting repeating patterns and visually similar content: What happens when you have a zebra standing behind a white picket fence? While that exact scenario may be rare, checkerboard and lined patterns are extremely common in VR and present challenges for ASW 1.0—particularly when they’re layered. With ASW 2.0, we can use depth data to separate the objects before extrapolating, which lets us solve reprojection errors…

Link to full article

Is ASW available in UE5?

Isn’t it on the oculus hardware side? You can set it in the Oculus Debug Tool under Asynchronous Spacewarp.

Your deformations look like the examples of ASW 1.0 implementation. Maybe you are missing a headset software update to get it to 2.0?

Also if you have it set to auto in the tools then try turning it off and see if the deformations persist.

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Hey, thanks for the reply! You were right, 3dRaven. It is related to ASW.

After figuring out some basic performance profiling on the Oculus and setting up some blueprint code to cycle the visibility of those objects by pressing a keyboard key, I found out the white boxes are somehow dragging the framerate down to 36 whenever I look in their direction, causing ASW to kick in. Not sure why, because they are just blueprint Actors containing 11 default cubes with the most basic materials, different scales, and positioned to form a rough “equipment rack.” In my original post you can see some strange dynamic lighting artifacts at the base of these white boxes, so something is weird about them. Going to try to model a replacement by hand and see if the problem goes away.

Thank you for pointing me in the right direction!

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You can mark the post as resolved. It will help others looking for solutions to this problem.