I’m creating a VR project in Unreal but when I put on my Vive headset or WMR Headset it does not look as sharp as for example Job simulator, The Lab . What am I doing wrong? It doesnt look very sharp. Close up things look better but farther way does not.
I’m using a 1070 video card with an I7 PC . I know it’s not my headset cause the other things look great.
Please help my problem must be in Unreal.I’m using 4.18 version.
, yes. Unfortunately some of the default settings for Unreal aren’t the best for VR quality, but you can definitely get great looking VR visuals in Unreal. Robo Recall is excellent proof of that! Here are some things that will help…
Enable the Forward Renderer pipeline (instead of the default Deferred Renderer). This is the same rendering pipeline that Robo Recall uses. You do this by ticking the “Forward Shading” checkbox on under “Project Settings > Rendering > Forward Renderer”. Note, making this change will require you to restart the editor and will recompile all your shaders, but it’s worth it!
Use MSAA anti-aliasing. Note, this option only works if you’ve enabled the Forward Renderer above. You’ll find this under “Project Settings > Rendering > Default Settings > Anti-Aliasing Method.”
The above two changes will go a long way in improving your VR visuals.
Additionally, you will want to use the appropriate r.ScreenPercentage value to ensure that Unreal is sending the appropriate native resolution to your device. The way this parameter is handled is changing in 4.19, so just refer to this post from Epic on the best value to use based on the version of UE you’re using. Significant Changes Coming To VR Resolution Settings in 4.19 - Unreal Engine
There are of course a million other things that can impact visual quality and performance in VR, but I consider the items above to be the most important and applicable to all VR projects.