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New Participant
July 6, 2014

Sparkling Textures

Hello all. This is my first post here. I have been working on a rift game in Unreal for a few months now.
I get these wierd issues when I put the rift on that some textures behave quite unexpectedly when the rift is on. Specifically:

Specular Textures that look great in the editor behave really odd in the rift.
and Speed Trees or all trees for that matter, behave really odd in the rift.

Most of the problems with the textures are at a distance. When I get really close to them they look amazing!
but at a distance they sparkle, move around throw off random colors all sorts of bad things. The problem also
seems exaggerated after when I am using baked lightmaps. And these problems are only in the rift. The textures
look perfect to me in Marmoset or unreal editor.

Does anyone know how to fix this? And does anyone know how to set up your editor or some other
tool so I can see on my screen while I am tweaking an asset what it is going to look like in the rift.

:roll: :roll:
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    7 replies

    Inspiring
    July 6, 2014
    Which version of Unreal are your using (3, 4, UDK)?
    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
    New Participant
    July 6, 2014
    thanks for the quick reply. I am using Unreal 3
    Inspiring
    July 6, 2014
    OK, thanks.

    Not sure, but I will move this to the Unreal 3 section. Maybe it will get an answer there.
    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
    July 6, 2014
    Change "temporal anti-aliasing" to FXAA in the global post processing volume - or off - that causes the shimmer (or at last A shimmer and it may be that you describe) - though this is for UE4 not sure if UDK3/UE3 even has that? :?

    Also check screen space reflections are off (they don't work with the rift - yet) - again that may be UE4 specific but could be useful for future readers on UE4.
    EX DK2/VIVE/PSVR/CV1/Q2/PSVR2 | Currently Quest Pro (PCVR) | VR developer RTX 3080 FE / 12900k / Windows 11 Pro
    Inspiring
    July 6, 2014
    Can you take a screenshot or video? It may help diagnose the problem.
    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
    July 10, 2014
    check your camera's clipping ranges. May be something as simple as that.
    New Participant
    July 12, 2014
    I am not sure how to do a screenshot, because when I run the game with the headset on nothing shows on the screen.

    The problem was limited to some speed trees, and textures with strong specularity. I changed the speed trees for some other static mesh trees and turned down some of the spec maps. It fixed that problem.

    Thank you all for your help. everything is working fine now.