UE5 Distance field shadows

@VictorLerp Did something change with how Distance field shadows are viewed or handled in UE5-01 for VR?

Reason being, I recently upgraded my UE4 4.27.2 VR project to UE5-01 to continue the project there and to be prepared for the future of VR + UE5 in general. After taking care of a few small issues, I have noticed that DFS does not render properly between both eyes using an Oculus Rift S for development ‘currently’. The new UE5 shadows are breath taking in VR, but I have to disable DFS due to any shadow casting static mesh (foliage excluded) shadows rendering different while in the distance no matter the DFS settings. I’ve tried so many different variations in the settings but all have the same problem of not rendering properly between each eye in VR. I did not have this problem in UE4. DFS is great for filling in the areas where cascaded shadows don’t especially for VR. I’m still using the standard way of lighting with shadows for performance reasons in VR.

In UE5 Rendering i have disabled Lumen, Hardware Ray Tracing, Global Illumination, Reflections, everything unticked in the Default settings catagory but I am using Deferred rendering, Virtual shadow maps, DLSS and everything in the Optimizations category…for the best performance + visuals in VR at least for my system.

Am I missing something concerning DFS in VR? Like I mentioned earlier, did something change? Any ideas to steer me in the right direction for DFS use in VR?


Sure isn’t reassuring when you feel totally ignored…especially when it comes to VR developement. Not even an acknowlegement or anything is just plain frustrating.

First of all, I’m not engine support. I happen to be very active on the Forums in the XR category because I care about ya’ll being able to succeed with your projects, but there’s only so much I can do while making sure that my responsibilties are covered.

On this particular topic, I don’t have an immediate answer, which means that I would have to try and reproduce your issue, which can take me any amount of time, and it might not yield the same results. You’re also using tools that aren’t native to Unreal Engine (DLSS), which is something that Nvidia supports, not us.

Have you tried disabling “everything” and test? Virtual Shadow Maps are in beta and a feature we didn’t have in UE4, have you tried disabling them? They’re not supported w. the Forward Renderer so I wouldn’t be surprised if they don’t work in Deferred/stereo either.

If you think you’ve come across a bug, you should submit a bug report. If you don’t get traction on that, your best case of action is to provide a list of reproducible steps that displays the same issue you’re seeing. Not your full project, but a list on how we can reproduce the issues you’re seeing.

I asked for you to answer because I have seen you active in the XR forums. Like everyone else looking for answers, we don’t know who does what at Epic, so no reason for you to sound frustrated. Initially, a soft answer stating it’s not your dept or ? Would have been sufficient as an acknowledgement.

Thanks for the suggestions, but I have tried everything. I don’t just ask the question without exhausting all attempts at a solution on my end. DLSS has nothing to do with this…btw. I have been using the standard shadow maps instead for now until VSM is in a better state. The same happens with standard SM…BTW. I’ve decided to forget about using DF for now…many other things to concentrate on.


We identified and fixed the issue on Main already: https://github.com/EpicGames/UnrealEngine/commit/f43f655d5a7c2fc68940a287df8e46684e22fbd9

The fix can’t be included in a hotfix for 5.0, but it’ll be in 5.1.

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Wow, that’s great!!! Thanks so much for letting me know. I can wait until 5.1. Hope I didn’t offend you to much with my frustration. Apologies if I do so. Later!!