Description
The viewport in the SteamVR plugin does not match the render target size in certain cases which causes the image to look incorrect on the HMD.
Repro Steps with Samsung Odyssey
- Make sure SteamVR is setup for Windows Mixed Reality
- Create a default VR project
- Run VR preview-in-editor and view convergence issues (screenshot attached)
I haven’t had a chance to confirm but based on how the code works I believe this will also reproduce on Vive.
Notes
This does not repro on latest master 9099b5f864607e278bea0d93a7e8fb97ede12e82.
It looks like the adaptive pixel density code was removed.
The fix here could be as simple as setting viewport size to FrameSettings.EyeViewports instead of the result of GetWindowBounds in bool FSteamVRHMD::EnableStereo(bool bStereo).
It would be awesome if this could get fixed 4.18!