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Inspiring
August 8, 2025
Solved

Artifacts in the corner of the eye with UE5.5 and Quest 3

  • August 8, 2025
  • 6 replies
  • 894 views

We migrated our project from Unreal Engine 5.4 to Unreal Engine 5.5 but noticed several artifacts in the corner of the eye while looking to the center. We got reports of motion sickness due to these artifacts. These include blurry square shapes that appear, culling of objects (like metahumans only having eyes and no skin in that area) and UI widget buttons that appear twice or are cutoff in a weird way. The problem does not occur with UE 5.4 and also deploying the same package to a quest 2 has no issues. Deploying the original 5.4 build to the Quest 3, gave no problem so it is clearly an issue with latest Meta XR plugin for 5.5 + Quest 3. We disabled FOV or other image-affecting settings. I also used the VR Template in Unreal Engine 5.5 and the same problem occurs (works fine in Quest 2, artifacts in Quest 3). 

Someone has a solution please? 

It would be greatly appreciated since we are stuck at the moment. 

Best answer by BiomedKUL

After a lot of trial and error, turning on/off many settings, we fixed the problem by just migrating to Unreal Engine 5.6. Everything is OK now without changing anything. The issue was not related to FOV since we turn it off in all our projects. Fyi: we use Vulkan with forward shading & msaa. 
While Meta is lagging behind (again) on upgrading their meta xr plugin to the latest unreal engine version we used a altered version of the metaxr v77 which worked fine:

https://forums.unrealengine.com/t/metaxr-v77-for-unreal-5-6-0-release/1768347

6 replies

New Participant
August 10, 2025

Having the same issue in Unreal engine 5.5 and 5.4 both. 
I tried MetaXR v71, v74, v77 nothing working. 
BiomedKUL  Could you please explain how can I make it work in 5.4 as there also it's showing same issue to me.
Anyone has any fix or update on it?  

BiomedKULAuthor
Inspiring
August 11, 2025

Demonansh​ 

We didn't do anything to make it work in 5.4. It just did. It's only when we migrated to 5.5 that these artifacts occurred (on Quest 3 since Quest 2 is fine). We just did a quick test on 5.6 and it seems the artifacts aren't there anymore (although more tests are required). The meta xr plugin isn't on 5.6 but you can find a modified version of the v77 on the Unreal forum which seems to work. 

For us, it's not a solution yet to move to 5.6 because some other required (meta) plugin hasn't been updated to 5.6 either so I still hope for a fix in 5.5 or we'll have to wait. But perhaps trying to migrate to 5.6 is a solution for you?

New Participant
August 14, 2025

Turning off Foveated Rendering in Meta XR plugin settings seems to be fixing it for me. This will be with some cost of performance I guess as that's the point of that setting but it's set to Low by default anyways so I guess the difference would be negligible.

Hope it works for you guys too!

 

New Participant
September 1, 2025

It's already off in my case. 
Strangely, when the foveation level is set to low or high, then flicking stops. and when turning off MSAA, black patches are less, but not fully gone. 

BiomedKULAuthorAnswer
Inspiring
September 1, 2025

After a lot of trial and error, turning on/off many settings, we fixed the problem by just migrating to Unreal Engine 5.6. Everything is OK now without changing anything. The issue was not related to FOV since we turn it off in all our projects. Fyi: we use Vulkan with forward shading & msaa. 
While Meta is lagging behind (again) on upgrading their meta xr plugin to the latest unreal engine version we used a altered version of the metaxr v77 which worked fine:

https://forums.unrealengine.com/t/metaxr-v77-for-unreal-5-6-0-release/1768347

Inspiring
September 2, 2025

Thanks for posting this, I've also been seeing it in multiple UE5.5 projects. 
Note: An alternative solve for this is to switch the API to "Epic OpenXR + Vendor Extensions" in the MetaXR project settings, instead of the default and recommended OVR API. Though you lose passthrough functionality, XRDeviceVisualization component rotation will be incorrect by default, and generally any oculus-specific functionality is unlikely to work.