lhtvarjo
(lhtvarjo)
November 15, 2023, 7:08am
1
Hi.
I’m currently using UE5.1.1.
I’m attempting to see architecture in VR. But, I’m encountering an issue.
Specifically, the bottom of the mesh is dark when using VR preview.
I attach below an image showing the problem.
There is no problem when previewing in Outliner. Only during VR preview does this problem occur.
For reference, this problem did not occur when playing <New Editor Window (PIE)>. At this time, <BP_FirstPersonCharacter> is placed on the level.
The actors I have placed in my level are shown in the following image.
I also checked the forums beforehand and found similar questions. However, this method did not solve the problem.
Here’s the link:
[Screenshot (52)]
As you can see the bottom of this mesh is darker compared to meshes around it, although even with no shadow it still produces this. I know this issue is caused by forward shading yet I need it for better performance in a VR project, I’m quite stuck.
Any help will be appreciated.
Thanks.
lhtvarjo
(lhtvarjo)
November 27, 2023, 1:32am
2
I found some helpful links. However, the problem is still not resolved. It seems like other people haven’t been able to resolve the issue either. I have currently unchecked forward shading .
Forward shading giving black under mesh
[Screenshot (52)]
As you can see the bottom of this mesh is darker compared to meshes around it, although even with no shadow it still produces this. I know this issue is caused by forward shading yet I need it for better performance in a VR project, I’m quite stuck.
Dark reflections in vr preview after update to 4.19
Hi guys,
I recently updated to 4.19, therefore I cloned my project and run with 4.19. Now, in a specific area on this project I’m experiencing this weird problem:
several meshes became completely black
deleting all spheres reflection captures from that area “solves” the problem (meaning that I can see the materials but of course without proper reflections).
deleting all spheres ref cap from the area and adding just one causes the objects that are close to it to became black.
WHAT I SEE IN VR …
Built VR in is way darker than preview version. Making it unplayable
I’m having a similar issue, thought perhaps the opposite as the original OP, with the way UE displays Vulkan preview in relation to the way it builds.
Using the default VR template, no changes other than ticking Settings > Preview Rendering Level > Android Vulkan.
As seen in attached images, the editor displays Vulkan with a bit less contrast, greyer blacks. Much as it is rendered when built to headset (shown in the middle frame of the second attached image).
[Vulkan_EditorView]
But when Pl…
UE5 VR Template Lighting issue occulus quest 2 (Android)
Hello,
I am quite new on Unreal Engine and I am proceeding somes tests on the engine for VR development on Oculus Quest 2.
I built the template for virtual reality on both version 4.27.2 & 5.0.0 and I noticed a huge difference on light rendering.
[compare1.PNG]
[Compare2.PNG]
“UE 4.27.2 Left / UE 5.0.0 Right”
I precise the 2 projects have been created separatly using the 2 engine versions (no project upgrade), No settings have been changed (Vanilla template project)
Is someone can tell m…
SOS - The VR Game is too dark while Editor is bright and normal
Hi all,
I have a problem with building the lights. I have built the persistent level’s lights twice already. Whenever I am using the VR game preview the scene is too dark while on the editor is bright and normal. I have attached screenshots of each. I need to wrap up this project soon and I need help. I’ve seen the tutorials and googled the problem, but I haven’t found any solution yet.
[286089-untitled.jpg]
The first one is the editor view which is normal and brighter.
[286090-vrplaymode.…
Lighting settings for VR, messed up on Light Build
is your lightmass importance volume too small??? do you have reflection captures set up? is ray tracing disabled, do you have mobile reflection capture turned on? did you make the Lightmaps for these objects or did Unreal generate them?
Open Advanced APKPackaging and click the + next to Package for Oculus Mobile devices. From the drop-down select Oculus Quest and Oculus Quest 2.[Package for Oculus Mobile devices]
Click on the Android SDK section, and make sure that Android SDK tools that are…
If you have any information, I would appreciate it if you could share it. Thank you.
S-Dot
(S-Dot)
December 1, 2023, 2:53am
3
It is hard to say anything from those two images. I would watch this as a start:
Then let us know if the lighting is static or dynamic. What platform you are developing for and if you are baking lighting or if you use ray tracing or if you use Lumen. What engine version is that?
lhtvarjo
(lhtvarjo)
December 4, 2023, 3:11am
4
Thank you for your comment. I read your comment and have conducted various research. I’ll illustrate them.
First, I’ll show the outline of the model.
1 . I created the model using the “Virtual Reality template”. Then, I created new level using the “Basic”. The “Basic” level includes the following actors and they are set “movable” by default.
DirectionalLight
ExponentialHeightFog
SkyAtomosphere
SkyLight
SM_SkySphere
VolumetricCloud
As an additional point, the “dynamic global illumination method” I use is Lumen, and I do not utilize “Hardware Ray Tracing”. These are the default settings. And, I’m using UE5.3.2.
2 . However, the “Basic” level’s sky looks dark and this problem has been pointed out in the following link:
I’m trying to build my own VR level for a PC-based app in the new UE5.1 version, but the sky atmosphere is not working properly by default. This is what it looks like after adding all the components that were working for me in nonVR projects. The sky atmosphere is pitch black, as well as the lower hemisphere of the sky.
[image]
I made sure that the directional light is set as atmospheric sunlight and the real-time capture of the skylight is enabled.
I remember in the earlier 5.0.1 version th…
So, I changed some rendering settings.
Project Settings > Engine > Rendering > Support Sky Atmosphere Affecting Height Fog [Check]
Project Settings > Engine > Rendering > Forward Renderer >Forward Shading [Uncheck]
3 . After restarting the application, I created something like a building.
4 . After that, I previewed it, but the bottom of mesh looks dark. This problem only occurs during VR preview.
Second, I am wondering if it’s possible to use the “Forward Shading” feature during VR preview. Because I tried unchecking ‘Forward Shading’ and previewed it, I was able to see the same image on both screen of “outliner” and “VR preview”.Please refer to the attached image.
I wish I could use “Forward Shading” during VR preview. If anyone has additional information, please feel free to share.
S-Dot
(S-Dot)
December 7, 2023, 9:55am
5
Hi,
This is just a template. You need to add meshes and lights to it. You’ll need a post process volume to enable certain features.
I highly recommend that you follow some beginners tutorials.
lhtvarjo
(lhtvarjo)
February 13, 2024, 12:20am
6
I’m so sorry…
The reason for this problem is that I used the Varjo XR-3 headset without selecting the ‘stereo view’ rendering mode.
This information is described at the following URL:
I missed the description of ‘Setting up Stereo view’ and ‘Setting up Quad view’.
It is recommended to select the ‘stereo view’ rendering mode in order to use ‘Lumen’.
Thank you for your help.
1 Like
system
(system)
Closed
March 14, 2024, 12:20am
7
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