Hi, I’m using a 4.18.1 release build to try out the mixed reality support via steamvr beta (i.e. this is not the MSFT branch of UE4 that adds mixed reality support) and I’m testing with a Samsung Odyssey HMD.
In VR preview, each eye’s rendered view looks about right by itself, but it’s as if the direction each eye is looking is slightly off, so when you try to see using both eyes, you feel sort of cross-eyed. Not a great description, I know, sorry… it’s like each eye isn’t pointed at the quite same spot, or each eye’s position is shifted slightly, so that together the two different views don’t converge in your brain as something perceived as 3D.
I originally misdiagnosed the problem, thinking that it worked fine in built versions, but that is not the case (I mistakenly was comparing a version built with 4.17.2). I’m a little closer to figuring out the problem, and in the process have found a simpler way to reproduce the problem.
If you create a blank Blueprint-based project in 4.18.1 (not a VR-based template or anything, just a blank prj) and then run it in VR preview, you get the odd rendering problem I’m seeing. If instead you use 4.17.2 and create a blank project and run it in VR preview, the rendering is fine.
So, it seems that the problem was introduced in the move from 4.17 to 4.18. Hopefully it’s just a difference in a project setting or something (although I haven’t found anything yet), but it could also be due to a change in an upgraded third party library, who knows. I’d appreciate any suggestions on what to try next. Thanks!
Yes this is the same problem. Does anyone have the settings i should use for optimal vr quality. I did add a volume process to the scene and brought down the percentage to 90. %. That made things much better but I am wondering what else can I do for the best experience.
BTW I’m pretty sure the above poster is confirming the problem I talked about and /then/ asking about a different problem, unfortunately. I might be misreading it though.
Link to my pull request to fix the distortion issue in 4.18 here: https://github.com/EpicGames/UnrealEngine/pull/4354
If you want to build the engine from source, this will fix the issue and get it working before Epic Games fixes it.
Ok. I finally understand the solution of . Only have to create a PostProcess Volume and change Screen Percentage to 90%. Then Samsung Odyssey works well.
Hey! How did you did it, I’m quiet new on Unreal and I want to know know how you change this value “create a PostProcess Volume and change Screen Percentage to 90%” Thanks in advance