Distance Field Ambient Occlusion not visible in VR Preview window
Trying to troubleshoot a problem that seems specific to my workstation. I have a simple scene with Distance Field Ambient Occlusion enabled (tinted red so that it is easily visible). In the editor viewport and and when playing through "Selected viewport" or "Standalone" it is visible:
However, when I switch to the VR Preview, the Distance Field Ambient Occlusion is not rendered:
I'm using the normal deferred renderer with temporalAA, and the exact project renders correctly on a friend's workstation so I can only assume that whatever setting is different sits outside of the config files that are bundled with the project. I'm at a loss for what it could be though.
Any pointers that would assist in me troubleshooting this will be greatly appreciated. Thanks!
asked Dec 07 '16 at 11:50 PM in Rendering
Looks like it won't be fixed any time soon - Unrealengine123 has put the case for DFAO in VR being a bug and Epic has entered it:
See bug here:
Do you find DefaultScalability.ini in you project's config/ directory? Under [PostProcessQuality@#] sections, try set r.AmbientOcclusionLevels=0 to 1. I didn't test it myself, but according to this answer: https://answers.unrealengine.com/questions/523222/postprocess-features-not-working-in-the-vr-templat.html this might help.
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