VR shadow issues in right eye

Point being that you’ve optimized your target system to be able to use the feature. The feature isn’t usable by developer choice. I think we should all be considered grown-ups and assume that we all understand that featureX is costly. But if your scene is designed for it, then it’s fine.

I get that it is a way for Epic to prioritize feature updates. It makes sense, since few users will actually be able to use it. But as a greedy self-serving jerk, I don’t agree with that method of prioritization;) Also, on a more serious note… Unreal is being used in more novel ways these days than just building traditional video games. For example, a large production studio might be trying to use it as a very high-fidelity previsualization tool. Part of that tool might want to use soft shadows in VR to best represent the assets to clients and fellow designers, knowing that their scenes must be carefully tuned to allow that. They might really appreciate having the option to turn on all the features when desired.