GearVR - Black triangles and artifacts on mesh

Hi there,

I am working on stereo video playback on a inner facing normals sphere for GearVR. The video and mapping is working as it should when using VR Preview with Oculus. On the GearVR (Galaxy S7) the video playback also works and the mapping seems to be correct but I get a lot of artifacts as seen below. When the camera doesn’t move the artifacts stay the same. As soon as I move the camera / my head it starts to flicker due to each angle has a different pattern. Also, it looks like that these tris are actual tris of the sphere I use which is the editor sphere with flipped normals.

Any idea what could cause the artifacts? Seems to be some sort of issue with the movie player.

I am using UE4.11.1.

Have you tried using sky sphere instead? There is plugin that let’s you setup stereo sky sphere: Stereo sky sphere - how ? - XR Development - Unreal Engine Forums

Thanks for the link, will try that on Monday.

A sky sphere is also just a sphere with a specific mapping and a huge scale. I am doing the same but with a sphere which has a equirectangular mapping to match the source. The only thing that happens with a sky sphere is, that the movie is flipped along the equator.

Found the solution! The sphere needs to be set to Movable. No artifacts, good framerate. Also you should increase the mesh resolution to get rid of arfticats at the border of the screen due to the ScreenPosition seperation for right/left eye in the material. (UE 4.11.1)