I have a VR project which I converted from 5.5 to 5.6. The performance increase was noticeable so I stuck with it for a bit but once I replaced proxy geometry with proper meshes I started noticing a “smearing” effect as I move my head. The smearing was probably there with my grey box geometry, but as it all had the same material, it wasn’t as noticeable.
Moving forward in a straight line is fine, but the moment I move my head, the smearing starts and gets worse the quicker you look around.
At first I thought it might be an AA setting issue or a scalability limitation, but I have tried everything I know including turning off lumen, every scalability combination, nanite off, PP settings changed, Hardware support on/off, instanced stereo on/off… and many other things.
The smearing is omni present regardless of settings. It’s the same o
Is anyone else having this issue? Have any of you got a good stable image out of VR in 5.6? Are there any other settings/combinations or CVAR’s you could suggest I try?
I will have to go back to 5.5 if not and that means redoing 4 days of BP’s
I’m using OpenXR with deferred rendering and lumen and nanite (it’s a high end VR project that uses Quest link to a power PC).
Same Issue here, Horribly smeary basically unusable. VR is totally broken in 5.6 also Volume smoke / Fire presets render in only one eye, this has been broken since 5.5+ we need a fix for this please address this Epic. The last usable version for VR using Nanite/Lumen workflow is 5.44. Would love to use mega lights and nanite skinned characters so please please lets get this patched. THank you.
We also have the issue (running latest Nvidia drivers and Quest Link).
However, we noticed the issue in 5.5 already. We upgraded a project from 5.4 to 5.5 which does not have the issue, but any new 5.5 project with the exact same project settings has it.
In 5.6 all projects have this issue, upgraded or not. We tried every TSR Cvar and DLSS to no avail.