Forum Discussion
karrtoon
11 years agoExpert Protege
Found a bug in 4.7 preview 4, regarding DK2 image quality.
I am using the 4.7 preview 4 and not sure if this was happening in previous versions.. This one took a while to figure out but I finally got it. So everything was looking great in my project in the "standalone player" and "VR Preview" mode, but when packing the project it was subtly blurrier than in the editor, enough to kill the immersion a little.
So I finally found the answer. It ended up that if I pressed "Alt + Enter" even though the game was already in rift mode, it immediately cleared everything up and looks exactly as it did in "VR preview" mode clarity-wise (in the editor). Not sure if is caused by UE4 autoexecuting the 'stereo on' console command. It seems they changed something so that the rift mode starts automatically (it didn't before) and that is creating the subtle blur. I did not have the stereo on command in my blueprints but I heard there may be an issue with it.
Just want you guys to be aware of this, I spent hours digging through the post processing volume, engine scalability settings, render settings. It was a small bug, and only a matter of pressing ALT + Enter counter intuitively as I was already in rift mode, so it didn't make sense to do it. But it made a world of difference.
(For reference I currently I have the post process volume with temporal AA off and using hmd sp 150 for testing my project)
Edit2: I Found easy way to reproduce what I am seeing. Open level blueprint, create event begin play --> then connect it to 'execute console command', in that box type stereo on. Then go "play a standalone" game (not VR Preview). It will start in rift mode automatically. Press ALT + Enter and it will get clearer. This appears to be an issue with the stereo on command, but I do not have it present in my other project so it must be autoexecuting.
So I finally found the answer. It ended up that if I pressed "Alt + Enter" even though the game was already in rift mode, it immediately cleared everything up and looks exactly as it did in "VR preview" mode clarity-wise (in the editor). Not sure if is caused by UE4 autoexecuting the 'stereo on' console command. It seems they changed something so that the rift mode starts automatically (it didn't before) and that is creating the subtle blur. I did not have the stereo on command in my blueprints but I heard there may be an issue with it.
Just want you guys to be aware of this, I spent hours digging through the post processing volume, engine scalability settings, render settings. It was a small bug, and only a matter of pressing ALT + Enter counter intuitively as I was already in rift mode, so it didn't make sense to do it. But it made a world of difference.
(For reference I currently I have the post process volume with temporal AA off and using hmd sp 150 for testing my project)
Edit2: I Found easy way to reproduce what I am seeing. Open level blueprint, create event begin play --> then connect it to 'execute console command', in that box type stereo on. Then go "play a standalone" game (not VR Preview). It will start in rift mode automatically. Press ALT + Enter and it will get clearer. This appears to be an issue with the stereo on command, but I do not have it present in my other project so it must be autoexecuting.
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- karrtoonExpert ProtegeHere is a quick little UE4 fireworks test I worked up that will showcase the issue I mentioned above: http://www.mediafire.com/download/75g5567wcrnz55c/FireworksDK2test.zip
After starting the demo in direct mode, click the rift''s mirrored window and press ALT + Enter and the image will get clearer.
If you'd like to launch your own fireworks press 1,2,3,4 on keyboard.
F12 recalibrates orientation if needed. - artyom17Expert ProtegeAre you in Direct or Extend mode?
What happens if you use 'stereo hmd' command, or, EnableHMD BP function (instead of console command, which is mostly for testing)?
Edit: ah I see, direct. Still try 'stereo hmd' instead of 'stereo on', or EnableHMD BP func - artyom17Expert ProtegeSeems like it starts with wrong resolution. If you type 'stereo off' and the 'stereo on' again it also seems to fix the resolution issue. I'll check why it doesn't work from BP.
- karrtoonExpert Protege
"artyom17" wrote:
Seems like it starts with wrong resolution. If you type 'stereo off' and the 'stereo on' again it also seems to fix the resolution issue. I'll check why it doesn't work from BP.
Yup, just noticed that too, you can do stereo off then turn it on and it achieves same effect as alt + enter (and seems like wrong res). What is strange is I had completely removed the execute stereo on command from the blueprints altogether, but it's somehow permanently wants to execute now.
I tried forcing stereo hmd in the blueprint as you suggested but it didn't seem to make any difference. Tried a fresh copy of sun temple template demo and having the same issue with clarity if adding stereo on or stereo hmd to blueprints, alt + enter fixes it, or doing what you said a second ago.
Edit: Looks like I got an answer on the UE4 forums so at least they are aware and could reproduce it, My username haggler2 on there https://answers.unrealengine.com/questions/162424/found-a-bug-in-47-preview-4-regarding-dk2-quality.html - artyom17Expert ProtegeWeirdly enough - I can't repro the issue using 4.7 from Epic's p4. I can see the issue in your cooked build, but when I try to do the same by myself - it works as expected. Either something's wrong with Preview4 or with my setup. Will try to install Preview4 and re-check.
- artyom17Expert ProtegeAlso found the HeadMountedDisplay::EnableHMD is useless, since there is a bug in UE4 code: this method is marked as 'BlueprintPure' instead of 'BlueprintCallable'. If you have full source you can fix it (src file Engine\Source\Runtime\Engine\Classes\Kismet\HeadMountedDisplayFunctionLibrary.h, find EnableHMD and replace "BlueprintPure" by "BlueprintCallable").
- artyom17Expert ProtegeAh, have it reproduced, I used 'EventTick' isntead of 'BeginPlay' event. Let see what is wrong...
- cyberealityGrand ChampionThanks for tracking this down, artyom17.
- artyom17Expert ProtegeI found a reason why this is happening. The 'stereo on' command that is linked to BeginPlay event is executed too early when the window is not even created yet. Therefore, all the adjustments to the window and viewport are not done (Viewport size should be changed to match the Rift's resolution, and it uses Window object for that as well).
I have it fixed in my development branch, but it is pretty far from 4.7 already (too new, hopefully, it will be integrated into 4.8). There is no easy way to fix it in current 4.7 (w/o touching the core), unfortunately.
As a workaround, you may execute 'stereo on' on Tick Event instead of BeginPlay. A downside of this solution: you'll need to do this only once, thus will be necessary to create a simple singleton logic with a boolean variable. - karrtoonExpert ProtegeInteresting, Glad to see it could be reproduced.
This was kind of a messy fix, but I was also able to do this in level blueprint to get it clear: (event begin play) --> (execute console command(stereo on)) --> Delay for 2 secs --> (execute console command(stereo off)) --> Delay for 2 secs --> (execute console command(stereo on)) and it seemed to help. But I am not sure if there might be a consequence of it crashing someones game by doing this too fast.
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