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[HTC Vive] Right Eye rendering corrupted with Instanced Stereo Rendering

I noticed that enabling instanced stereo rendering for certain shaders (for example: this ocean shader scene from Piroman (https://forums.unrealengine.com/show...hader-download)) causes a corrupted right eye rendering in my Vive. Disabling instanced stereo rendering fixes the issue.

Product Version: UE 4.11
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asked Apr 16 '16 at 09:40 AM in Bug Reports

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avatar image Rudy Q ♦♦ STAFF Apr 18 '16 at 06:41 PM

Hello fhernand,

I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Can you reproduce this issue in a clean project?

  2. If so, could you provide a detailed list of steps to reproduce this issue in clean project?

  3. Could you provide screen shots of any blueprints that may be involved?

avatar image Rudy Q ♦♦ STAFF Apr 22 '16 at 02:00 PM

Hello fhernand,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.

Thank you.

avatar image fhernand Apr 24 '16 at 12:16 AM

Hi Rudy,

I managed to reduce the steps to reproduce the problem:

  1. Create blank project (UE 4.11.2)

  2. Enable Instanced Stereo Rendering in "Project Settings -> Engine -> Rendering"

  3. Disable all VR plugins except Steam VR (probably not needed)

  4. Create a material (Resulting graph is attached as screenshot)

  5. In the material graph, create a Texture Sample node and assign any image (e.g. a Normal texture)

  6. Create a WorldPositionWIthScale node and connect the XY attribute to the UVs attribute of the Texture Sample

  7. Create a Constant Node and connect it to the "Divisor (V3)" attribute of the WorldPositionWithScale node. Set it to 1000

  8. Connect the top output attribute of the Texture Sample to the Normal attribute of the Material

  9. For the Material, under Tessellation settings, set the D3D11Tessellation Mode to "PN Triangles"

  10. Assign material to the Floor mesh in the scene.

  11. Start VR Preview

Result: The right eye shows an unexpectedly distorted view of the texture.

Regards Felipe

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avatar image RuneSP Apr 27 '16 at 07:18 PM

I have the exact same problem when adding a star from this asset https://www.unrealengine.com/marketplace/fx-star-starter-kit-va

I had no problem before activating Instanced Stereo Rendering

avatar image RuneSP May 04 '16 at 06:46 PM

Disabling Tessellation in the material also removes this problem btw.

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2 answers: sort voted first

Hello fhernand,

After further investigation. I believe that this is a known issue (UE-30278) and it has been submitted to the developers for further consideration. I will provide updates with any pertinent information as it becomes available. Thank you for your time and information.

Make it a great day

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answered May 05 '16 at 07:41 PM

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Rudy Q ♦♦ STAFF
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Spirtes are not showing on my right eye. Deactivating Stereo Rendering fixes this problem.

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answered May 03 '16 at 06:59 AM

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