Forum Discussion

🚨 This forum is archived and read-only. To submit a forum post, please visit our new Developer Forum. 🚨
allotesoftware's avatar
allotesoftware
Honored Guest
2 years ago

Unreal Engine 4.27.2 OculusVR branch, not work right eye in Vulkan on Meta Quest 3.

I compiled the engine from https://github.com/Oculus-VR/UnrealEngine/tree/4.27

This old article explains how to enable a stripped-down version of post-processing:

https://developer.oculus.com/blog/graphics-showcase-using-vulkan-subpasses-in-ue4-for-performant-tone-mapping-on-quest/

But, first, when i set r.Mobile.TonemapSubpass=1 how told in article, editor viewport set to blue and nothing see.
Second, if i set r.Mobile.TonemapSubpass=1 from blueprint, then on device Quest 3, mobile tonemapping turn on in Vulkan, but right eye not work. If i switch to OpenGL ES3.1 tonemapping not work, but right eye work. Very strange, do Quest developers test their solutions on new devices? Maybe I configured something incorrectly, where i can see an example project with a working tonemapping on UE 4.27.2? In download section nothing.