Skip to main content
Up and Coming
November 3, 2013

Dynamic Lighting only working in left eye

I followed this tutorial and got dynamic lighting working with my level:
http://allarsblog.com/blog/2010/09/12/day-and-night-cycle-tutorial/

Everything looked fine until I put the rift on. As the directional light is rotated via kismet, none of the lighting changes are reflected in the right eye. ie: mesh lighting is not adjusted and shadows are not moving. But in the left eye everything is fine.

Am I missing a setting?

If I find an answer I will post it here.
    This topic has been closed for replies.

    8 replies

    kamau00Author
    Up and Coming
    November 3, 2013
    Should have done more digging on the forum. I see this is a Unreal engine bug:
    viewtopic.php?t=433

    Well... that kinda sucks. I hope it gets fixed eventually.
    kamau00Author
    Up and Coming
    November 4, 2013
    I installed the latest Rift UDK (2013-09). It didn't fix anything:

    A couple of things I figured out:
    1. DirectX11 mesh lighting for a moving directional light is bad in the right eye. If you intend on moving the directional light (ex: 24 hour light) you will need to use DirectX9.
    2. Dynamic shadows from a moving directional light are a problem in the right eye regardless of DirectX version. You will need to turn that off (as stated previously)

    I ran into a few gotchas while implementing it that you may be interested in:
    http://oculusdrifter.blogspot.com/2013/11/24-hour-lighting.html
    Inspiring
    November 5, 2013
    Yeah, I think this has been broken for a while. I thought it was fixed recently, but maybe not.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
    Up and Coming
    November 20, 2013
    Dynamic shadows issue is definitely fixed, just not published yet.
    You can download a preliminary fix from here:
    32-bit UDK.exe: https://static.oculus.com/sdk-downloads/udk_32bit_fix_no_simplygon.zip
    64-bit UDK.exe: https://static.oculus.com/sdk-downloads/udk_64bit_fix_no_simplygon.zip

    Note, these files are compiled without Simplygon, and they are not digitally signed (therefore, will not be included into installation package by UnSetup.exe). But could be good enough to try.

    As to the first issue.... Can you make a simple map as an example of the issue and send it to support@oculus.com (in subj specify 'for artyom17'), and I will verify if the issue is already fixed or not, and if not I'll work on it?
    Up and Coming
    December 14, 2013
    "artyom17" wrote:
    Dynamic shadows issue is definitely fixed, just not published yet.
    You can download a preliminary fix from here:
    32-bit UDK.exe: https://static.oculus.com/sdk-downloads/udk_32bit_fix_no_simplygon.zip
    64-bit UDK.exe: https://static.oculus.com/sdk-downloads/udk_64bit_fix_no_simplygon.zip

    Note, these files are compiled without Simplygon, and they are not digitally signed (therefore, will not be included into installation package by UnSetup.exe). But could be good enough to try.

    As to the first issue.... Can you make a simple map as an example of the issue and send it to support@oculus.com (in subj specify 'for artyom17'), and I will verify if the issue is already fixed or not, and if not I'll work on it?


    Just tested the 32-bit version of this fix to see if dynamic shadows would work and while I can confirm shadows now appear in both eyes correctly (e.g. foliage demo), head tracking has stopped working. Are there settings to change or is the executable not working properly?
    Current Project: Skycall
    Up and Coming
    December 16, 2013
    I believe it is fixed now! I don't really know for sure if it is though because I primarily use a custom engine to make my games for the oculus.
    Participant
    April 3, 2014
    not working for me, in either 64 or 32
    is there a further fix?
    Participant
    April 3, 2014
    Actually I'm lying it is working but only when you are using lightmass.....I'm trying to use the in editor type lighting