[HELP] Quest 3 black screen when using Mobile HDR + TonemapSubpass (UE 5.5 + Meta XR v78)
Hey everyone,
I’m having a strange issue when trying to use the Meta XR tonemap on Quest 3 standalone (Unreal Engine 5.5, Meta XR Plugin v78).
Everything works perfectly in VR Preview (Vulkan) inside the editor — the colors look correct and the tone-mapper behaves exactly as expected when I enable:
r.MobileHDR=1
r.Mobile.TonemapSubpass=1
But when I package and run the app on the Quest 3, the screen goes completely black.
The game is clearly running I can hear audio and interact but there’s no image at all.
If I disable HDR or set r.Mobile.TonemapSubpass=0, the image comes back instantly (but of course the tonemap stops working).
Here’s my setup:
Unreal Engine 5.5.4 (Oculus fork)
Meta XR Plugin v78
Quest 3, standalone build (Vulkan)
Mobile HDR = ON
MSAA = 4x
Forward Shading = ON
Mobile Multi-View = ON
What’s confusing is that I’ve seen people mention HDR working on Quest 3 standalone, so maybe I’m missing something in packaging or manifest settings?
Is the Mobile HDR + TonemapSubpass path actually supported yet on Quest 3, or does it still only work in the PC Vulkan preview?
If anyone from Meta or the community has a working setup where the tonemap runs correctly on-device, could you please share which build options or CVars were required?
Thanks a lot