So i started a new VR-Template and imported a few metahumans to work with. However the metahumans look absolutely horrendous compared to their usual look in other templates. I assume the reason for this issiue are some settings of the template.
Does anyone know what buttons i have to press to make them look great again?
If that work for you, great! If that doesn’t, here’s a bit more on the “why” that will probably get you on the way to fix your setup:
The VR template is optimized so that low end devices like standalone experiences work out of the box. Additionally, some rendering features (lumen, nanite, SSGI…) usually optimize based on the assumption that there will be only one way to view the scene, but in VR it’s not the case, we have to render through both eyes!
So the first thing to do is to render through both eyes. This is of course costly, but can fix major rendering: vr.InstancedStereo, vr.MobileMultiView, check other *stereo* settings.
This fixed a few issues but the lighting was ugly. All templates except VR use deferred rendering, but VR uses forward rendering, for compatibility and performances. You can enable deferred rendering, allowing for lumen GI and reflections with r.ForwardShading. r.MobileHDR also helps.
This leaves the virtual shadow maps being shared between both eyes I think which is why I also disabled them r.Shadow.Virtual.Enable, at the cost of performance once again.