[NickW] They call EnableStereo() on init, we just need to remove that ------- Cooked games automatically render in stereoscopic on OSVR when they've the plugin enabled, the server running, and an O ...
Found on: //UE4/Dev-VR CL-2967563 The displays in QA-PostProcessing are rendering differently in each eye on the OSVR, it looks like one is more reflective (or perhaps less rough?) than the other. ...
In a Google VR project, stuttering occurs when switching from stereo rendering to mono. Seems less like performance and more of a sensor input problem? 4.17 - No repro 4.18 - Unable to package (Ma ...
This is a regression from release 4.21.2 Motion controller meshes are present in the level, they just aren't tracking alongside the motion controls. Motion controls still function as intended othe ...
Found on: //UE4/Dev-VR CL-2967563 Often, meshes will render completely black in one eye on the OSVR. This seems to affect close meshes more frequently than far away ones. Sometimes the meshes flick ...
Encountered a one-off crash closing VREditor by taking off the HMD (VR Headset). No repro attempts were successful and CrashReporter linked it to an unrelated known issue which also does not current ...
Found on: //UE4/Dev-VR CL-2967563 Screen percentage post process volumes affect rendering on the OSVR. It also renders incorrectly when affected. The incorrect effect has been logged as [Link Remo ...
Going fullscreen/stereo on/enableHMD causes a play in standalone to go unresponsive and render as a black screen. Found on: Binary 4.9.2 release (from launcher/portal) UDN: https://udn.unrealengin ...
4.13.1 has caused an issue where the volume can no longer be adjusted for a GoogleVR application. This is a regression of functionality in 4.13.0. Tested with build: Working: 4.13.0 Binary CL-310 ...
This was initially reported in VR but the leak happens in a non-VR setup and environment. GPU utilization jumps to 84% in 4.23.1 and 98%+ in 4.24.3, 4.25, and 4.26. Tested GPUs were GTX 980 and GTX ...