[Bug] Oculus wrong orientation + crash + second view barely renders

I am experiencing various issues with Oculus. This is in my complex Solus game, so I may have hit some features not implemented/tested before perhaps?

Problem 1: Orientation is off (see screenshot). The view is rotated. Each time I play the game it is rotated differently. It may be a calibration setting but my oculus works fine in all other games and demos.

Problem 2: The right view renders only the particles and the geometry but none of the materials or such (see screenshot).

Problem 3: I can play for a minute about, then the whole thing gives a fatal error. Each time. Log attached.

[link text][1]

Hi Sjoerd -

Fortunately, all those issues that you report are fixed at the head revision of the engine, so the fixes will be rolling out to Rocket users soon. There are a few remaining issues with right eye not rendering correctly (mostly due to post processes), but we’ve got all known issues except for some permutations of screen-space reflections fixed up. You should no longer get the right eye being black though.

Hi,

In the latest build the same issues are very much so still present.

The orientation is now correct, but the game still very much so crashes after one minute and I still have the right black eye as pictured above.

It should be noted that in my test level I do not have the black eye. The main difference being that the real level for one has a cubemap capture actor which perhaps messes things up.

The crash happens in any level.

Sorry, by “head revision of the engine,” I meant the head revision of the whole engine, which unfortunately, due to the build process time, did NOT include the change to fix the orientation bug you’re seeing.

However, the black rendering should have been fixed. You might have some combination of content that we haven’t seen on our side that’s causing the render targets to be misaligned. Can you help us debug by doing a few tests?

  • If you change to the unlit viewmode, does the right eye render the same as the left?
  • type “show” in the console. It’ll dump a list of show flags that you can toggle in the console one-by-one. For example, “show postprocess” will toggle all post-processing. If you go down and disable those one by one (and re-enable them before the next), can you tell us which ones make a difference in making the right eye look like the left?

Thanks!

Hi,

Got back to this and trying to figure it out.

Toggle off PP does not help
Unlit does not help

I have a Cubemap capture actor in the level, with its output used on my ocean and wave particles/meshes. Removal of the cubemap + actors it is used on fixes the problem (so possibly the cubemap capture but I am not sure), however about 20 seconds in I get a new problem instead then that looks equally weird.

It freezes the view partially, and partially blends it with the outlines of what it is suppose to render. Foliage also renders on top or something.

Again, the first 20 or so seconds the game works fine without ocean, then it suddenly pops to this. I can’t find why.

Inclusion of ocean surface but without cubemap + without surrounding waves and particles instantly renders are following - a different kind of black, now with white ghost trails:

I would be fine sending you my content if we can handle this via a confidential ftp/submit.

That sounds like the screen-space reflection issue that we recently fixed in the main revision of UE4, which hasn’t made it to Rocket yet. The problem is that the render target for the right eye was sometimes getting the wrong target if your scene includes reflections. Unfortunately, we have no way to distribute incremental fixes to you guys, so you’ll have to wait for the next beta to get the fix. Sorry for the trouble!

I just wanted to make sure you guys were aware of this convergence issue with the rift also, I’m sure you probably are. It causes a lot of eye strain over periods of extended use.