Eyes sometimes show different LODs in VR

In VR, eyes sometimes show different LODs when you are exactly at the edge of a LOD transition. It then looks like this:

https://puu.sh/v7ZP9/833d18c588.png

In this test I spawned many static meshes where LOD0 is a cylinder and LOD1 is something that looks significantly different than a cylinder. You see that the left eye sees LOD0 while the right eye sees LOD1.

This feels very, very bad in VR.

Reproducing this is very simple since the only thing you need to do is add a static mesh somewhere, set the LOD screen sizes up so that you can clearly see when a transition is happening and then just move to exactly where that transition happens in VR and move your head back and forth. You will see the mesh transitions LOD on either left or right eye first, and then once you move your head a bit more the other eye sees the same LOD again.

I also uploaded the repro project where I tested it with [here][2].
Its the project you see in the screenshot above, controls are same like in the VR template.

Hello ,

I was able to reproduce this issue on our end. I have written up a report and I have submitted to the developers for further consideration. I have provided a link to the public tracker. Please feel free to use the link provided for future updates.

Link: Unreal Engine Issues and Bug Tracker (UE-43638)

Make it a great day

I have the same problem about the L/R eye have different render result in VR. When two plane cross in front of the user, the distances between the plane and the L/R is different and will have wrong depth relationship.

How to solve this problem?

200932-sp170620_163631.png