Unreadable PrintText output in packaged UE 5.6.1 VR projects

Is anyone else experiencing an issue with on-screen output from PrintText, PrintString, and hence AddOnScreenDebugMessage() (c++) being pixelated/blurry/completely unreadable in packaged UE 5.6.1 VR projects? I’m using a Rift CV-1 (don’t laugh - it’s rock solid to this very day) with the latest software/firmware, nVidia RTX-3080 driver 581.15. I’m using ONLY the OpenXR plugin provided by Epic and the Epic released 5.6.1 source. NOT the “Meta branch”, etc.

In “2D” mode such output is as expected. But in VR, a simple “stat unit” will show the issue I am having. The problem does not occur in 5.6.1 VRPIE (But the text in VRPIE is just “ugly” - it’s more “squashed” vertically and really “grainy” from what it was in versions of UE prior to 5.6 but you can read it)
I am able to repro this by creating a clean new project using the VRTemplate, package it, run it (possibly passing the “-vr” option on the command line), open the UE console (which suffers the same display issue), and do something like “stat unit”. I see unreadable text blobs (see image below) where the stat unit on-screen text would normally appear in any other version of UE.
It’s happening whether I try DX11SM5 or DX12SM6 and whether I package with the launcher’s editor or a source built editor.

Example:

The VR text output in 5.6.1 is affected (scaled) by the game’s flat/2D viewport/window size. Up until now I had been running my packaged VR projects with the following command-line arguments to hopefully boost performance a bit (not sure if it helps but…):

mygame.exe -windowed -resx=320 -resy=160 – small game viewport for faster rasterization? IDK

If you don’t specify those or specify a larger window size for example:

mygame.exe -windowed -resx=1920 -resy=1080

the debug output / PrintText / PrintString text is now readable in VR but as “ugly” and squashed as it is in the VRPIE situation. But it IS useable and readable.

From what I can tell, this is new behavior starting with 5.6 or 5.6.1…

As an aside, the debug resolution in VR has always been lower resolution than the render, and hard to read. The value of GetIdealDebugCanvasRenderTargetSize()is hardcoded to 1024x1024 even when it not bugged. It would be nice if either matched the VR resolution or had a console variable for adjusting it.

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