# UE5 VR Template Lighting issue occulus quest 2 (Android)

**URL:** <https://forums.unrealengine.com/t/ue5-vr-template-lighting-issue-occulus-quest-2-android/531729>\
**Category:** XR Development\
**Tags:** Oculus, unreal-engine, UE5-0, Android, question\
**Created:** [April 17, 2022, 8:06pm UTC](https://forums.unrealengine.com/t/ue5-vr-template-lighting-issue-occulus-quest-2-android/531729 "2022-04-17T20:06:48Z")\
**Posts on this page:** 12\
**Page:** 1

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**Author:** ![Hadrien-EST](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/hadrien-est/32/478557_2.png) [@Hadrien-EST](https://forums.unrealengine.com/u/Hadrien-EST)\
**Post date:** [April 17, 2022, 8:06pm UTC](https://forums.unrealengine.com/t/ue5-vr-template-lighting-issue-occulus-quest-2-android/531729/1 "2022-04-17T20:06:48Z")

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Hello,

I am quite new on Unreal Engine and I am proceeding somes tests on the engine for VR development on Oculus Quest 2.

I built the template for virtual reality on both version 4.27.2 & 5.0.0 and I noticed a huge difference on light rendering.

 ![compare1.PNG](https://d3kjluh73b9h9o.cloudfront.net/original/4X/1/9/7/197e3206e0dbbad679da60c4b258734cc8061644.jpeg)  
 ![Compare2.PNG](https://d3kjluh73b9h9o.cloudfront.net/original/4X/d/7/b/d7b6f1b54b6010eeae6d0a162fdf3bb7936524dd.jpeg)

“UE 4.27.2 Left / UE 5.0.0 Right”

I precise the 2 projects have been created separatly using the 2 engine versions (no project upgrade), No settings have been changed (Vanilla template project)

Is someone can tell me if there are some settings to changes on the UE5 version or if it is an issue with the new version?  
I can not find any topic on this subject. Am I the only one facing this issue?

Thanks for your answers.  
Cheers.

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**Author:** ![Hadrien-EST](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/hadrien-est/32/478557_2.png) [@Hadrien-EST](https://forums.unrealengine.com/u/Hadrien-EST)\
**Post date:** [April 21, 2022, 4:22pm UTC](https://forums.unrealengine.com/t/ue5-vr-template-lighting-issue-occulus-quest-2-android/531729/2 "2022-04-21T16:22:42Z")

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Any Help please.

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**Author:** ![Kavan](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/kavan/32/1194623_2.png) [@Kavan](https://forums.unrealengine.com/u/Kavan)\
**Post date:** [April 25, 2022, 6:02pm UTC](https://forums.unrealengine.com/t/ue5-vr-template-lighting-issue-occulus-quest-2-android/531729/3 "2022-04-25T18:02:48Z")

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similar conversation on color space [Built VR in is way darker than preview version. Making it unplayable](https://forums.unrealengine.com/t/built-vr-in-is-way-darker-than-preview-version-making-it-unplayable/267628)

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<div class="post-metadata">

**Author:** ![Hadrien-EST](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/hadrien-est/32/478557_2.png) [@Hadrien-EST](https://forums.unrealengine.com/u/Hadrien-EST)\
**Post date:** [April 26, 2022, 6:11am UTC](https://forums.unrealengine.com/t/ue5-vr-template-lighting-issue-occulus-quest-2-android/531729/4 "2022-04-26T06:11:22Z")

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Thank @Kavan.

The linked issue is not the one I experience, My scene does not look darker but the lightmap textures dynamic range seams to not be the expected one.

I tried to turn on ‘Mobile HDR’ and the result looks like the UE4 build but with only a single eye rendered because this is currently not supported. [Quest 2 mobile build + HDR only renders half the camera view.](https://forums.unrealengine.com/t/quest-2-mobile-build-hdr-only-renders-half-the-camera-view/491667)

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**Author:** ![Kavan](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/kavan/32/1194623_2.png) [@Kavan](https://forums.unrealengine.com/u/Kavan)\
**Post date:** [April 26, 2022, 6:28am UTC](https://forums.unrealengine.com/t/ue5-vr-template-lighting-issue-occulus-quest-2-android/531729/5 "2022-04-26T06:28:08Z")

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yeah, I was just hoping it would lead you to some assistance since you weren’t getting feedback. Maybe your comment on that page will catch an eye 😉

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<div class="post-metadata">

**Author:** ![Hadrien-EST](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/hadrien-est/32/478557_2.png) [@Hadrien-EST](https://forums.unrealengine.com/u/Hadrien-EST)\
**Post date:** [April 26, 2022, 7:05am UTC](https://forums.unrealengine.com/t/ue5-vr-template-lighting-issue-occulus-quest-2-android/531729/6 "2022-04-26T07:05:13Z")

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> [@Kavan](#):
>
> Maybe your comment on that page will catch an eye

Yes it might help. Thanks again

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**Author:** ![VictorLerp](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/victorlerp/32/738381_2.png) [@VictorLerp](https://forums.unrealengine.com/u/VictorLerp)\
**Post date:** [April 26, 2022, 3:56pm UTC](https://forums.unrealengine.com/t/ue5-vr-template-lighting-issue-occulus-quest-2-android/531729/7 "2022-04-26T15:56:10Z")

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It did! There are two things going on here:

I noticed a regression between 4-\>5 when using CPU Lightmass to bake lighting. It’s just… darker (PC and Mobile). I logged that issue with the rendering team but I unfortunately don’t have an update. However, something to note is that if you create a new VR template in 5.0, the lightmaps are baked using GPU Lightmass, so if you’re comparing the VR Template created in 4, vs the Template created in 5, there will be a slight difference regardless of the CPU lightmass disparity between 4-\>5.

Now, the second issue is what looks like shadow-banding, or the “circles” and weird colors around the light. **This has been fixed in Main for a while but it also just got merged into 5.0-release branch and will ship with the 5.0.2 hotfix.**

Feel free to @ me if you discover issues and you’re not seeing a response. I don’t always have an answer and sometimes I’m unable to respond, but the @ doesn’t hurt. Especially not when you’re providing good images!

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<div class="post-metadata">

**Author:** ![Hadrien-EST](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/hadrien-est/32/478557_2.png) [@Hadrien-EST](https://forums.unrealengine.com/u/Hadrien-EST)\
**Post date:** [April 26, 2022, 4:53pm UTC](https://forums.unrealengine.com/t/ue5-vr-template-lighting-issue-occulus-quest-2-android/531729/8 "2022-04-26T16:53:38Z")

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Thanks for the intel.

I notice now the slight difference of contrast on my preview images, the floor looks indeed more grey-ish. But my main issue still is the shadow banding.

I will let you know if the version 5.0.2 fix it 🙂 .

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**Author:** ![Goodtiger](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/goodtiger/32/470194_2.png) [@Goodtiger](https://forums.unrealengine.com/u/Goodtiger)\
**Post date:** [April 27, 2022, 8:02pm UTC](https://forums.unrealengine.com/t/ue5-vr-template-lighting-issue-occulus-quest-2-android/531729/9 "2022-04-27T20:02:32Z")

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You are not alone in this problem.

> [@Quest2 Shadow artifacts](https://forums.unrealengine.com/t/quest2-shadow-artifacts/522998):
>
> this is taken in Quest2 built with UE4 4.27 this is taken in Quest2 built with UE5 5.0 can anyone help me with this problem. Have tried to adjust lightmap compression, texture qualities I can not get rid of the artifacts in the shadow areas As it seems, they are most clearly visible in dark areas. Both are built with Epic’s standard VR template without any changes.

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<div class="post-metadata">

**Author:** ![Hadrien-EST](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/hadrien-est/32/478557_2.png) [@Hadrien-EST](https://forums.unrealengine.com/u/Hadrien-EST)\
**Post date:** [May 20, 2022, 1:25pm UTC](https://forums.unrealengine.com/t/ue5-vr-template-lighting-issue-occulus-quest-2-android/531729/10 "2022-05-20T13:25:37Z")

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When can we expect the 5.0.2 version of the engine?

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<div class="post-metadata">

**Author:** ![Kavan](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/kavan/32/1194623_2.png) [@Kavan](https://forums.unrealengine.com/u/Kavan)\
**Post date:** [May 27, 2022, 5:12pm UTC](https://forums.unrealengine.com/t/ue5-vr-template-lighting-issue-occulus-quest-2-android/531729/11 "2022-05-27T17:12:49Z")

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5.0.2 is live - though it seems to have it’s own issues

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<div class="post-metadata">

**Author:** ![ilbeyataberkcan](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ilbeyataberkcan](https://forums.unrealengine.com/u/ilbeyataberkcan)\
**Post date:** [April 6, 2023, 4:12pm UTC](https://forums.unrealengine.com/t/ue5-vr-template-lighting-issue-occulus-quest-2-android/531729/12 "2023-04-06T16:12:24Z")

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> [@VictorLerp](#):
>
> However, something to note is that if you create a new VR template in 5.0, the lightmaps are baked using GPU Lightmass

GPU lightmass wasn’t working with Quest 2 platform in UE4. Is that issue fixed?
