There have been a few posts before where people comment on the fact that their game looks sharp in VR in PIE but blurry in VR in a shipping build.
For example:
Those posts have been answered with suggestions to increase the resolution or screen percentage in the shipping build, and that seems to be fine for those that asked.
I’m curious, however, as to the cause of this. If the resolution in PIE and the screen percentage in PIE (and as far as I can tell, all other rendering settings) are the same as they are in shipping, why does this occur? Is there something about PIE that makes it use a higher than reported resolution or screen percentage? Or some other setting?
Thanks for that, it’s certainly more info than I’ve seen in the other posts. But that’s still a workaround, which is not really what I’m looking for. Still, it may give me a starting point for finding and fixing the root cause, so thanks!
well, the root cause is an engine bug. more specifically, some things in the steamvr plugin get initialized after the engine did its base init for the gamestart-level, which is the reason for the fallback resolution. on a level load, resolution etc is reinitialized in the engine and this time with the correct values from steamvr (ok, its actually openvr). the main reason why this hasnt been fixed yet is that one would have to find the correct hook for initialization and delay engine startup, and that is nothing they want to rush in, since this means that startup is slowed down. Hope that clears it up a bit better
One disclaimer though: This is what i found out in my debugging sessions till now; ofc it could be that i chased a ghost, but i am 99 percent sure. If you find something out, please post here
Oh, absolutely. But whatever is holding Epic back from fixing it doesn’t need to prevent me from doing so. So, thanks again, I’ve got a better idea of where to look, now.