Hey UE4.23 ( eye texture alpha default as 0 ) triggered one of our PC
runtime bug on dash depth compositing. While we are waiting our run-time
to land a proper fix, you can workaround it by setting
"r.PostProcessing.PropagateAlpha" CVar to non-zero i...
hey Weitin, "Low Overhead mode" is a cpu optimization, which makes
graphic driver less taxing. For example, it saves drawcall submission
cost on CPU, results a better render thread performance, but no impact
on GPU
that's strange actually, OVRScreenFade is a MonoBehaviour class, it only
fade the eye buffer, compositor layer was often called Overlay, so it
isn't part of the eye buffer, it is rendered independently in the
compositor. it is unlikely eye buffer con...
how did you set the cmd line parameter? it should be
"-oculus-focus-aware true"you can also use the GUI to enable it in
custom builds and
2017.3https://forums.oculusvr.com/developer/discussion/59915/dash-support-has-landed-on-unity-2017-3-custom-buil...