VR in 5.6 has a smearing no matter what settings I use

Hello.

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 :frowning:

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).

Thanks in advance.

As a follow up… to replicate this:

Start a the VR template project in 5.5. Turn off forward shading and set all lights to moveable. So effectively turning lumen on. All is good.

Do the same thing again in 5.6 and look at the white boxes as you move your head. It’s worse when you’re further away.

Same here. I have been trying everything to get rid of it. Everything is incredibly ‘smeary’ since moving to 5.6.