VR Preview zoomed in on Vive in 4.17

Having the same issue, couldn’t figure out a fix since 4.17 came out

Since upgrading UE to 4.17, playing my game in VR from the editor shows this on the screen:

http://puu.sh/xjTcu/3ccf79d8ff.png

While I fully support not using the window with black stripes on the sides where only the (I think) left lens was being displayed, I don’t think this is an improvement. It obstructs all GPU and CPU stats when debugging. It also shows a pretty pixelated image (being zoomed in and all) so it doesn’t work well for showing gameplay on a screen.

Is there any workaround for this? Am I supposed to be using the VR Spectator from now on or something? I’ve only tested on the HTC Vive for now.

I should post questions more often, it seems like minutes after doing so the answer just pops up in my search results.

I was on the right track with the VR Spectator mode apperantly. By default it seems like UE4 now uses the Viewport mode (fair enough) and it produces the above result. To change this, either go to the console and write vr.SpectatorScreenMode # (# being the [id of the mode][1]), or if you want a more permanent solution that you can build for production call Set Spectator Mode method like so:

http://puu.sh/xjTve/a7fd80f2ac.png

Play around with the modes and see which one suits you the best.

Although I gotta say, I’m not finding a single mode that displays debug information well.

@milospaun I just posted an answer, hope it help you :slight_smile:

wow, that was quick xD
i didn’t even look into the 4.17 VR changes properly, guess i should have done that huh :s
anyway, so far single eye seems to do the job, it’s a little blurry but still better than not being able to read it at all. i would like them to make it so that any console command is readable from within the game even if it obstructs the view because it’s a little bit hard to test things on your own like this

You’re a hero, we’ve been searching for this for several days and finally entered the right search keywords.

Although this still doesn’t resolve how to turn off spectator mode and just use a regular render instead.

EDIT: I’ve investigated the source code changes and it looks like it’s not possible to not use Spectator Mode anymore unless you modify the engine code yourself. Look at the difference between FSteamVRHMD::RenderTexture_RenderThread in 4.16 and 4.17, 4.16 switches on the vr mirror mode while 4.17 just call the SpectatorController render delegate. If you’re building from source you could probably just switch back to the 4.16 code but that’s the only fix I can imagine right now.

may be somebody can in spectator single eye make resolution 1920x1080?

some workaround