I am having this exact same issue! going mad for a fix.
Will this patch fix Deferred Rendering (CSM) + instanced stereo?
Yes fixes csm on both rendering paths
I will try this fix, but everyone in my team will have to dot it. I just donāt think moving to unreal 5.4 is viable until its fixed by default.
This issue is still quite persistent. I have a post process shader and whatās happening is all my shadows and lighting post processing is happening in my right eye, and thereās no lighting information, ambient occlusion or anything happening in my left eye.
Non of this has fixed it so far
5.4.3-34507850+++UE5+Release-5.4
dynamic shadow is still broken, which made it unuseable, Iām going back to 5.3
Thank you, this gave us a working solution!
The shadow flickering issue in the left eye still persists when using VR in a large UE 5.4.3. project
As a temporary fix you can use the console command ār.shadow.virtual.onepassprojection 0ā which fixes the flickering but has a huge performance cost.
Here is some information on the settings/hardware that I am using:
GPU: RTX 4090
CPU: I9-13900K
Nanite - Enabled
Lumen - Enabled
Shadow Map Method - Virtual Shadow Maps
Lumen Settings
Use Hardware Ray Tracing when available - Enabled
Ray Lighting Mode - Hit lighting for Reflections
High Quality Translucency Reflections - Enabled
Software Ray Tracing Mode - Detail Tracing
Ray Traced Translucent Refractions - Enabled
Hardware Ray Tracing Settings
Ray Traced Shadows - Disabled
VR Settings
Stereo Foveation Level - High
Dynamic Foveation - Enabled
Instanced Stereo - Enabled
Mobile HDR - Disabled
Mobile Multi-view - Enabled
Round Robin Occlusion Queries - Enabled
DLSS Settings
DLSS - Enabled
DLSS Mode - Ultra Performance
Is this bug still being worked on?
Is there an ETA for when this issue will be fixed in VR?
I am reporting that the issue is still present in my left eye as of 5.4.3.
Is this any different in 5.4.4?
Still broken in 5.4.4 . Started new VR template, changed light to movable, broken shadow in left eye.
I was hoping for a fix, but it is still broken in 5.4.4. So it is still unusable for our VR-Projects. I hope, this will get some priority for future releases.
Hello this does not fix dynamic spotlight shadowsā¦ (since ue 4.x versione everything workerd fine) but dynamic spotligth shadows stop workingā¦
This is exactly why I was afraid to try and use Unreal for VR applications despite it being a selling point. Am now experiencing this on 5.4.4, thatās pretty garbage.
Just chiming to say Iāve got the issue too, on PC VR. Not to mention apparently a general performance hit since 5.4.
The issues in UE+VR are getting overwhelming. My own code has enough bugsā¦ I donāt need UEās additions
@VictorLerp just a heads up that 5.5 preview is having self shadow issues in foward rendering VR template. Wanted to jump in front of this now before release.
@Uno1982 did they fix the deferred pipeline at least?
UPDATE:
Ok so for those of you who havenāt done the dance yet. MetaXR Meta Link is giving me issues after the update so instead of reinstalling I just wanted to dive in. Iāll apologize in advance as this is going to read like a play by play so itās very systemically detailed to carefully outline the steps taken. So for everyoneās notes here all of this was done in PCVR over steamlink using the steam openxr runtime in vanilla 5.5 preview with a default template where I simply cleared lightmaps and set all lights to movable.
Current State of UE5.5 preview:
Forward Rendering - CSM - Instanced stereo enabled - Mobile multi view enabled (No shadows in right eye and weird self shadow issues)
Forward Rendering - CSM - Instanced stereo enabled - Mobile Multi view disabled (Solid white screen! Rebuild ALL reflections and lights etc and STILL SOLID WHITE)
NOTE TO SHADER DEVELOPERS MOBILE MULTIVIEW FLAG SHOULD NOT NEED TO BE EVALUATED AT ALL FOR DESKTOP AS IT IS MOBILE ONLY!!!
Forward Rendering - CSM - instanced stereo disabled - Mobile Multi view disabled (Still Solid White)
NOTE: AT THIS POINT IāM STARTING TO THINK DISABLING MOBILE MULTIVIEW THE FIRST TIME CORRUPTED THE SHADER DDC
Swapping to Deferred kicks of a shader recompileā¦
Deferred Rendering - CSM - Instanced Stereo enabled - Mobile Multi view enabled (Still Solid White)
Deferred Rendering - CSM - Instanced Stereo enabled - Mobile Multi view disabled (Still Solid White)
Deferred Rendering - CSM - Instanced Stereo disabled - Mobile Multi view disabled (Still Solid White)
Keep in mind that by work Itās a blurry (TAA) or jaggy (NoAA) deferred rendering mess and performs horridly with TSR.
Deferred Rendering - VSM - Instanced Stereo enabled - Mobile Multi view enabled (Appears to work)
Deferred Rendering - VSM - Instanced Stereo enabled - Mobile Multi view disabled (Appears to work)
Deferred Rendering - VSM - Instanced Stereo disabled - Mobile Multi view disabled (Appears to work)
After swapping to VSM and kicking off the shader recompile I decided at this point to go back to CSM in deferred and test.
Deferred Rendering - CSM - Instanced Stereo enabled - Mobile Multi view enabled (Broken shadows the same as Forward CSM)
Deferred Rendering - CSM - Instanced Stereo enabled - Mobile Multi view disabled (Donāt even do this as it creates a dance to get away from the white screen)
Deferred Rendering - CSM - Instanced Stereo disabled - Mobile Multi view enabled (Works)
At this point I was really confused about the cause of the white blowout behavior as I went back and disabled mobile multi view in deferred and it was fine
Note: (there is a ddc on the bottom right with a zen dashboard then a option to delete data and restart zen server)
In Summary:
CSM shadows regardless of renderer works if in PCVR if you disable instanced stereo (and you donāt destroy your shader DDC cache by disabling mobile multiview) and VSM on deferred works with instanced stereo.
Iāve yet to test mobile but Iām pretty certain its a similar situation to the CSM forward issue only that its being branched by the Mobile Multiview flag
Update:
I was able to reinstall meta link app and get PCVR working in the MetaQuest OpenXR runtime with the vanilla 5.5 OpenXR plugin. The MetaOpenXR plugin however produces a huge amount of compiler errors so deployment testing updates for standalone will have to come later.
I also ran into the white screen again without messing with mobile multi view so I went through the process again and decided to compare UE5.4 with UE5.5 engine.ini ā¦ UE5.5 had raytracing=1, skin caching and bloom. I deleted these from the ini and it returned forward to working normally (after build ā rebuild all) but keep in mind shadows in VR instanced stereo are still broken with CSM in both rendering paths.
As a sanity check I deleted the template project and recreated from scratch to see what the default VR Template Engine.ini state wasā¦ yay more shaders to compile! ā¦
5.5
r.ReflectionMethod=1
r.AntiAliasingMethod=3
r.SkinCache.CompileShaders=True
r.RayTracing=True
5.4
r.DynamicGlobalIlluminationMethod=1
r.ReflectionMethod=1
r.Mobile.AntiAliasing=3
r.AntiAliasingMethod=3
Why skin cache and raytracing is in the ini for the VRTemplate in UE5.5??!
Donāt even get me guessing?!?
has this seriously been going on for 6 months now?!?!?
What is epic games doing?
fix it already guys!
Are you able to reproduce with any other XR system configuration? We donāt test Steamlink, and are not able to reproduce the issues with either Meta or SteamVR as the OpenXR runtime in 5.5.