I’m working on a VR project in version 5.3 and can’t seem to find the reason that the right eye is rendering darker than the left.
It may seem subtle on a flat screen, but in vr it strains my eyes.
It’s much less noticeable in brighter light, however I’d much prefer the flexibility of having darker scenes
I have my Global Illumination method set to none currently, along with my reflection method.
I am using DX11, since when using DX12 I almost instantly crash with my 10 series card. I’ve seen people talking about the black squares with white dots on one eye, which does also happen whenever I use DX12.
I’ve mostly only seen Quest users mention this issue, however I am using the Valve Index
It seems to be a post processing issue, as when using ShowFlag.PostProcessing 0 in the console the issue does not persist.
I’ve also tried both forward and deferred rendering, as some people were claiming deferred rendering fixed the issue, but neither worked.