Strange vignette banding in Quest VR

When I test my project on my Oculus Quest VR HMD, out of the corner of my eye, or when I push the headset closer to my eyes, I can see very distinct vignette banding. The shading appears to be radiating out specific points: the bottom, center, and top of the left and right edges, and the center of the bottom and top edges. There is nothing for the edges between the eyes. There are four distinct color bands, and they mix between the many different points of radiation.

I do not see these bands when I test with VR Preview.

Things I’ve scrutinized while trying to get to the bottom of this:
Made sure nothing attached to the HMD in my character was showing up.
Made sure the character’s camera wasn’t using any post-processing things.

For project setting’s Oculus VR plugin settings:
Thought it was going to turn out to be related to FFR (fixed foveated rendering) but using FFR off and FFRDynamic to be off did not resolve this.
Tried turning off chroma correction out of desperation.
Tried disabling “enable specific color gamut”, and tried different color spaces.

For project setting’s Rendering:
I tried disabling everything under postprocesing.

EDIT: 2/1/2021 - added image.

In addition to what I mentioned in the original post; I’ve also tried turning off Legacy shading model; I tried turning Forward Shading off; I tried turning Instanced Stereo off; I tried turning on Chroma Correct; I’ve tried turning off Enable Specific Color Gamut; tried turning on the post processing settings; and I’ve tried deploying the shipping version.

None of these have fixed the issue.

I did more research and learned that the First Contact app uses the Unreal Engine, so I looked at that app and it DOES NOT have this problem. So surely there is a way to get this to work (unless it was a bug that was introduced in a later version of Unreal than the one used for First Contact).

Came back to this today; The banding exists in the hands train demo project as well. So it isn’t due to the contents of my project. Taking a screenshot while in the Quest did not capture the problem, so I stuck my phone camera in my HMD got a picture and added that to the original post.

I’ve tried more things, but still no luck. I’ve tried turning off Use Legacy shading model; turning off Forward Shading; turning of Instanced Stereo; turning on Chroma Correction; turning off Enable Specific Color Gamut; and tried the Post Processing settings;

I also tried testing a ship build instead of development.

Further research revealed that the First Contact app uses the Unreal Engine, and so I tried that app to see if it has this issue, and I do not observe it there.

I’m using Oculus’s branch, but I wasn’t up to date, so I updated that. I saw that one of the changes I was sync’ing was:
link text

But after rebuilding the engine, and rebuilding my project, still did not solve the issue.

If anyone is working out of Oculus’s branch and deploys and tests their project on an Oculus Quest and Oculus Quest 2, can you chime in as to whether or not you are seeing this issue?

Given all the troubleshooting I’ve done, if others aren’t running into this issue, then there must be some way for me to fix it.

I get this exact same problem too when packaging to Android. Packaging to Windows and using Oculus link however, removes this issue. This is the case when keeping all settings exactly the same between Android and Windows. This was observed on 4.26.2. Did you ever find a solution?

Unfortunately, this issue still persists for me. I think all that is left is to explore is the alternative to Vulcan rendering (OpenGL ES3.1 I believe?), which I haven’t tried yet; just been living with it (it helps that I’m not testing on a full white level now which makes the problem more visible. If you find anything that fixes it you would be my hero for sharing it.

I was also having the same banding issue. I followed a friends optimization article and the banding went away on the latest build of my project. I’m not 100% sure which setting changed this, but here’s the article. You might be able to just compare your settings with his and test what helps: Tips and Tricks for Oculus Quest Development with Unreal Engine 4(.25.3 — .26.2) Part 3 With Pictures! | by Andrew Omernik | Medium

Did anyone find the reason of this problem, still happening on both ue4 and 5.

I’ve been trying to deal with the same issue with UE4.27 and Quest 3. The banding looks exactly the same, and also doesn’t show up in actual screenshots. I’ve also found that it is only happening in one project. I have a different project that is basically a clone of it with some minor changes and there is no banding there.

I am beginning to suspect that this is some sort of Quest accessibility setting being applied to specific apps somehow, though I cannot find any info on what it might be. I was looking at differences between the two apps in the Meta Quest Developer Hub logs, one with the banding and one without, but I can’t find anything that stands out as a different process/setting. There’s a lot to look at though, so maybe I’m missing something.