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.
Same issue here. Project is originally 5.5.4 and VR has some weir sort of lines of all colors on reflections. Switched to 5.6, weird lines are gone but the smearing effect began to happen.
I ran some more tests in a very simple test scene for 5.4, 5.5 and 5.6: Blank project template with a few cubes and a spotlight, SM6 only for DX12; see also attached TSR Test.zip (250.7 KB)
Hardware: Meta Quest Pro with Quest Link, Nvidia RTX 5000 Ada with driver 573.42
My findings in 5.6.0:
The jittery/smearing effect is immediately noticable with TSR. It almost looks like AA is not working at all. TAA seems to work as expected in this scene.
Turning Lumen on or off does not make any difference.
TSR seems to accumulate correctly when standing still.
My findings in 5.4.4 and 5.5.4
5.4.4 and 5.5.4 look the same and are fine unless you set these two Cvars in DefaultEngine.ini:
r.DefaultFeature.Bloom=False
vr.RoundRobinOcclusion=True
The corners of my cubes got very jittery but it is a different effect from the one in 5.6.
However, I have other 5.5.4 projects where the error does not occur with these Cvars enabled. So it seems to be a possible cause but not the only one.
I linked my Github account to my Epic Games account. Cloned and created a branch for the specific commit you shared. Managed to build and run the project “without debugging” (to save resources). Opened the project, entered VR Preview and:
Smearing effect is gone.
Weird rays on reflections on right eye are gone.
There’s always (since 5.1) been a slight sort of flickering on all foliage and on mesh edges. It’s still there but I should probably check my settings and test different things to see if I can get rid of it.
Slight framerate decrease on sudden head movements, never dropping below 25 FPS but artifacts are displayed on the screen corners briefly during the sudden head movement.
Personal opinion on the current state:
Improvements since 5.1 till this specific 5.6.1 commit are massive. The number of issues solved is long. Hardware requirements for VR with Lumen are high but, with the right hardware, obviously for computer rendering and not VR device rendering, forward shading can be turned off and the experience is enjoyable with Lumen, which removes all the overhead work of managing lights and baking them to get a high quality product.
Amazing job. Seems to me that Unreal Engine is no longer that behind other frameworks in terms of VR.
Stack:
Alienware Area-51 18" Laptop
GPU RTX 5090 (Laptop) 24 MB VRAM
64 MB RAM
CPU Intel Core Ultra 9 275HX
8 TB (RAID)
Meta Quest 2 (Wired, Meta Quest Link as OpenXR Runtime)
Project:
Pretty loaded, detailed and withhigh res textures ArchViz project targeting VR with a few user interactions.
Originally 5.5.4.
Scalability Settings set to Medium via vars on level’s blueprint, except for Global Dynamic Lightning, Reflections and Textures, which are set to High.
Hardware Ray Tracing enabled.
No NVidia DLSS Plugins (yet).
Dynamic Lightning set to Lumen.
Megalights enabled (There aren’t many lights, anyway)
Reflections set to Lumen (2048)
Static Lighting disabled.
Forward shading disabled.
Nanite on all meshes except on meshes transparencies like windows.
All foliage movements based on world offsets are disabled. They heavily punish performance.
So when you compile your own branch is it then UE5.6.1 ? Main branch compiles as 5.7 the trouble is that it doesen’t work with 3rd party plugins like convai which I use for my VR experience so Updating isn’t an option for me until convai makes 5.7 version of their plugin.
I tried putting SceneRendering.cpp in to Engine/Source/Runtime/Renderer/Private/SceneRendering.cpp in 5.6.1 and compiling and that doesent compile and throws errors.
Any idea how to fix 5.6.1 just with the SceneRendering.cpp file so it compiles but works with 5.6 plugins from market place ?
Try diffing and only making changes that were made in the CL. If you replace the entire SceneRendering.cpp, you will undoubtedly copy over some code that won’t compile without updating other files.