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 ...
Found on //UE4/Dev-VR CL-2967563 Rotating your head in OSVR causes fairly noticeable screen tearing in a consistent position about 25% in from the left side of the HMD. ...
I know the fps capping is part of reprojection (rendering the frame twice), but compared to PSVR, something feels "off" and "choppy". Is the view suppose to update between frames? It feels like it m ...
When using the Viewport Gets HMD Control option in the Editor Preferences, the Vive does not seem to be able to control the viewport camera, which is what would be expected. ...
Capsule shadows in VR (Oculus CV1/Vive) appear jagged and slightly different in each on vive. ...
Tessellation appears to cause textures to appear incorrectly in the right eye of the vive ...
Running with -game will run game at native fullscreen resolution 1920x1080. (checking with r.setres)Running with -game -vr will run game in VR but resolution is 1280x720. (checking with r.setres) Th ...
Full log attached below: During packaging many log show that it is trying to initialize and i do not have the runtime installed. Snippets from a portion of the log[2016.04.28-15.05.46:033][ 0]OSV ...
Camera appears to pan when moving your head in VR preview with Lock to HMD check true ...
When a light that uses lighting channels is only visible in one view during stereoscopic rendering, it affects the default light channel instead of the assigned one in the view that it's not visible ...