I am developing a VR game and after switching to UE 5.5 the image got blurry. I already realized that vrPixelDensity is gone and used xr.SecondaryScreenPercentage.HMDRenderTarget. With exactly the same settings the image does not look that crisp and even looses 10fps. I am using deferred shading with TSR anti aliasing. You can even see it in the viewport so its not only a VR issue its only in VR much more obvious. I hope someone can help me UE55 fixed a couple of VR issues I do not want to miss.
Hey @hieblertom, it’s possible that some default TSR settings changed between 5.4 and 5.5 And since you can reproduce it in the viewport it has nothing to do w. changes in our stereo rendering path. You can try the following cvars to see if they might improve your results:
r.TSR.Velocity.WeightClampingSampleCount and r.TSR.Velocity.WeightClampingPixelSpeed defaults to 4. You can try lower them to 2, and use VisualizeTSR show flag in top left corner of the viewport, or with r.TSR.Visualize.
Hi @VictorLerp, thanks for your reply. I tried the TSR settings you recommended but its super hard to see any difference. I do not know if this is related to the TSR because if you compare the two images certain things like the scattered stones look the same where other things like the Nanite Landscape with tessellation on it almost loses the whole detail in certain areas, and the foliage (nanite quixel assets without any opacity mask just geo ) looks completly different in 551.
I Also saw super blurred aereas on the landscape surface when I am looking from a very steep angle when I come closer they dissapear.
Hi,
I just instaled 5.5, and got the same problem. Did you found the solution? Thanks!
Sorry nobody replied to this issue yet, I had to go back to EU5.4 hopefully its fixed in the next mayor release.
I also ran into the same problem. I only see it in VR though, both in editor standalone and packaged game.
Most curiously though, I have a project which I upgraded from 5.4 to 5.5 and this does note have the issue. I compared DefaultEngine.ini and cannot find any differences between this and other projects.
However, I upgraded this project to UE 5.6 now and the issues are also there.
I disabled most of the TSR features via Cvars or changed their values but none of it had any noticable effect. Using TAA the image is fine (but inferior to what TSR was in 5.4).
Most curiously though, I have a project which I upgraded from 5.4 to 5.5 and this does note have the issue. I compared DefaultEngine.ini and cannot find any differences between this and other projects.
In that case, try the DumpCVars
command and diff the exact values between 5.4 and 5.5 to find which difference was introduced.
Deferred render for VR, pfff that`s crazy. I guess you will find out sooner or later is not gonna work.
Deferred render / Lumen / Nanite / just works fine on PC-platform with a decent graphic card. Took me 2 years to make everything work and 5.4 was the first Version I was actually able to make a build and show it to the public ( Golden Kingdom VR Demo on Steam ). I am pretty sad that since 5.5 everything got blurry and that’s not only a VR issue just much more noticable there.