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New Participant
June 12, 2025

Got image loss problem when presenting in Oculus 3S

  • June 12, 2025
  • 3 replies
  • 420 views

I'm a student trying to develop an Unreal VR project for my graduate thesis.

I have set up my maps in UE 5.4.4, everything goes well when I run my maps in Oculus 3S through OpenXR plugins. But the rendering went wrong when I use MetaXR, some of the VR world ground are blank and while turning around the blank will flash. (as the pic shown below)










I need to build interaction through hand tracking so apparently I got to use MetaXR plugins.
Just can't figure out how to fix this problem (I'm actually just a Unreal & VR newbie😭), hope someone can help~
Big big thanks!!!!!!!

My hardware system:
AMD Ryzen 7 7700 3.8G 65W
MSI RTX5070 12G Gaming Trio
Micron Crucial PRO DDR5 5600 32GB
Kingston NV3 1TB Gen4 PCIe SSD
HMD: Oculus 3S (with USB 3.2 cable link)

I have set the system setting as below:
[/Script/OculusXRHMD.OculusXRHMDRuntimeSettings]
SystemSplashBackground=Black
bAutoEnabled=False
!SplashDescs=__ClearArray__
XrApi=OVRPluginOpenXR
ColorSpace=P3
ControllerPoseAlignment=Default
bThumbstickDpadEmulationEnabled=True
bSupportsDash=True
bCompositesDepth=True
bHQDistortion=False
MetaXRJsonPath=(FilePath="")
bSetActivePIEToPrimary=False
bSetCVarPIEToPrimary=False
bUpdateHeadPoseForInactivePlayer=False
MPPoseRestoreType=Disabled
bDynamicResolution=False
PixelDensityMin=0.000000
PixelDensityMax=0.000000
+SupportedDevices=Quest3
SuggestedCpuPerfLevel=SustainedLow
SuggestedGpuPerfLevel=SustainedHigh
FoveatedRenderingMethod=FixedFoveatedRendering
FoveatedRenderingLevel=Off
bDynamicFoveatedRendering=True
bSupportEyeTrackedFoveatedRendering=False
bCompositeDepthMobile=False
bFocusAware=True
bLateLatching=False
bRequiresSystemKeyboard=False
HandTrackingSupport=ControllersAndHands
HandTrackingFrequency=LOW
HandTrackingVersion=Default
bInsightPassthroughEnabled=False
bAnchorSupportEnabled=False
bAnchorSharingEnabled=False
bSceneSupportEnabled=False
bBoundaryVisibilitySupportEnabled=False
bDefaultBoundaryVisibilitySuppressed=False
bColocationSessionsEnabled=False
bBodyTrackingEnabled=False
BodyTrackingFidelity=Low
BodyTrackingJointSet=UpperBody
bEyeTrackingEnabled=False
bFaceTrackingEnabled=False
FaceTrackingDataSource=()
bDeploySoToDevice=False
bIterativeCookOnTheFly=False
bSupportExperimentalFeatures=False
ProcessorFavor=FavorEqually
bTileTurnOffEnabled=True
FoveatedRenderingMethod=FixedFoveatedRendering
FoveatedRenderingLevel=Low
bDynamicFoveatedRendering=False
HandTrackingSupport=ControllersAndHands
HandTrackingVersion=Default
HandTrackingFrequency=LOW

[SystemSettings]
r.Mobile.MultiView=0
r.MobileHDR=0
r.DefaultBackBufferPixelFormat=4
r.DefaultFeature.AutoExposure=False
r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=False
r.ScreenPercentage=80
t.MaxFPS=72
r.VSync=1
r.OneFrameThreadLag=0
r.HZBOcclusion=0
r.HDR.EnableHDROutput=0
r.HDR.Display.OutputDevice=0
r.HDR.Display.ColorGamut=0
r.streaming.Poolsize=8000

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    3 replies

    New Participant
    June 15, 2025

    your texture streaming poolsize is large - you should maybe adjust it to 3000. Or deactivate Texturestreaming and use mipmaps for the textures

    New Participant
    June 18, 2025

    Thank you sooo much for the reply!!!! I have use mipmaps for the texture and adjust the streaming poolsize to 3000 (and even try 4000, 5000 to 8000 etc.) but I'm still having the same problem QQ

    New Participant
    June 19, 2025

    i have had several issues with ue5.4 that have been fixed in 5.5 - so maybe try another engine version (the least problems i had with 5.3)