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evolvedant's avatar
evolvedant
Honored Guest
13 years ago

Temporary workaround for Barrel Distortion bug

There is a bug at the moment where built/cooked UDK demos/games are released, they do not display the Barrel Distortion pixel shader even when using the HMDWARP ON command.

To work around this, go to
UDK\RiftCoaster\UDKGame\Config\UDKSystemSettings.ini

set

DepthOfField=True

Somehow when DepthOfField is false, it completely shuts down the Barrel Distortion pixel shader.

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  • OK. I can confirm this does fix the issue.

    What appears to be happening is that if certain post-process effects are turned off (for example, DepthOfField or Bloom) then all post-processing is disabled, breaking the Oculus warp shader. For now, this fix is cool but we will need to find a better solution without having to edit ini files.

    Thanks for posting this, though.
  • I recommend also going into UDKGame.ini to find DefaultPostProcessSettings and setting DOF_MaxFarBlurAmount=0.0

    This will effectively remove the DOF effect without actually disabling it. Depth of field effects should be avoided for VR.
  • I only got my devkit today and was just testing some maps I built with UDK using the "Play on PC" function but the barrel distortion is really bad and those settings seem to have no effect?
  • Can you elaborate on what "really bad" means? Maybe take a screenshot and post it.

    Also, have you tried the C++ or Unity demos? How do those look?