praydog / UEVR

Universal Unreal Engine VR Mod (4.8 - 5.4)
http://uevr.io
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[BUG] Lights & Shadows only visible on one eye under WMR (HP Reverb G2) #89

Open EddiePiazza opened 8 months ago

EddiePiazza commented 8 months ago

The bug

After testing over few main stream games such "Stray" and "Returnal". I noticed that all lighting effects and shadows are being sent only to the right eye. It's more perceptible on "Stray" just on the begining of the game with the storm rays flashings, on Returnal shadows are much more visibles.

I had tho ways to disable ligthing effects (but it's just a way to go until this be fixed to get back lighting effects):

1) To use Synchronized Sequential Rendering method (not fluent and laggy) 2) Setting under CVars r.LightCulling.Quality to 0 for "Stray" but impossible to fix it for Returnal's shadows.

I found interesting info about this issue that may help: https://forum.dcs.world/topic/258153-shadows-and-clouds-to-see-only-on-one-eye/ https://www.reddit.com/r/unrealengine/comments/14n8fxn/how_to_solve_right_eye_view_in_vr/ https://www.reddit.com/r/fo4vr/comments/8kikru/workaround_for_shadow_and_decal_bug_on_wmr/ https://www.reddit.com/r/fo4vr/comments/atuihc/lighting_issue_in_one_eye_only_wmr_please_help/

UEVR version 1.02

PC Specs

OS: Windows 11 GPU: Nvidia RTX 4090 CPU: i9-13900k VR Headset: HP Reverb G2 Nvidia Drivers: 546.29 Nvidia Settings: Default Tested under OpenVR and OpenXR runtimes (same result)

eldarkyl commented 8 months ago

same problem on pico 4 via virtual desktop

eldarkyl commented 8 months ago

https://www.youtube.com/watch?v=mrT0DttPOKQ tweak console parameters may help

EddiePiazza commented 7 months ago

https://www.youtube.com/watch?v=mrT0DttPOKQ tweak console parameters may help

Well, it's not sawing nothing new, the same "fix" I was already talking about that it's not a fix but a way to turn away the problem.

The bug is there, just the injector needs to improve recognising those kind of "effects/assets/shaders" or whatever that should be standarised into Unreal Engine. The problem is not present on every headset I guess so I hope it will pe a patch for WMR regarding this issue.

Benedict1981 commented 7 months ago

Might as well share some thoughts on this. Played through Blair Witch with UEVR and the game was working perfectly, but had those horizontal lines (sometimes white, sometimes transparent dark color) on my right lens. Can't remember if Blair Witch had any of the effects on one lens only (usually smoke fx does this, but other stuff as well, i think it did at some point, but can't remember where). Am playing Chernobylite at the moment and the game would work fine otherwise, but again, i get those horizontal lines (or to be precise, sometimes they are not lines, but these bigger areas of transparent black color) on my right lens, some stuff is rendered on one lens only (lights, smoke, rear lights on cars come to mind). I am starting to suspect those horizontal lines have something to do with lighting, but this is just a guess. Last night i played Chernobylite and i played one of the levels that is mostly outside area, not much inside of buildings stuff happening and i noticed at some point that i hadn't seen those horizontal lines for awhile, so this lead me thinking that this bug might be because of some stationary lighting stuff. Also i am at loss why SSGI works so weird. Sometimes i put SSGI on and it works for a long time, sometimes i click it on and it does that weirdness where it renders again on the right lens only and flickers a lot, it is very unpredictable (and i do miss me some SSGI, Chernobylite looks too bright and dull without it). These are all of course on Native Stereo, Synched solves some of this, but i really don't consider that a "fix" on this problem, stuff just doesn't look the same on Synched.

EDIT. Forgot to mention, i am new to VR and i am currently trying out stuff on a OG HTC Vive until i get my Pimax Crystal headset to try stuff out with.

eldarkyl commented 7 months ago

It feels like the mod was tested and made for Quest 3. YouTube is filled with enthusiastic videos of how cool everything works on 4090 and Quest 3 lol

praydog commented 7 months ago

Just use synchronized sequential. This is exactly what it was made for. I do not have the time to go through every single game and fix their issues. The ghosting fix option resolves some of the issues with Synced not looking equivalent.

I have some ideas I will be looking into in the future to make synced more performant. The issues you are speaking of are an issue with UE's stereo renderer (UEVR did not make this) and/or the developers tailoring the shaders to flatscreen.

I will also look into optional symmetric projections which should fix some issues but not all of them.