UE5.4.2 - Meta Quest Standalone Dynamic Shadow Fix!

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  • Опубліковано 4 січ 2025

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  • @steen_is_adrift
    @steen_is_adrift 4 місяці тому +4

    Absolute legend. Thank you for keeping this up to date. When I first had this issue I said screw it and went full lumen. While it looks amazing it completely cut me off from the quest standalone. Thanks for keeping optimized VR alive in Unreal. Embarrassing that Epic can't do this on their own.

  • @WildOxStudios
    @WildOxStudios  5 місяців тому

    Update! - UE5.4.3 fixes VSM with deferred rendering but appears to break forward rendering and deferred rendering (CSM) if used in combination with instanced stereo. The shaders I've provided in the forum link in the description for UE5.4.2 still work if you need to manually patch them for instanced stereo forward rendering CSM or Mobile Multi view for Quest development

  • @WildOxStudios
    @WildOxStudios  5 місяців тому

    Please look at the extra information in the description. There are links to the forum where I include the ini and zip files you need to fix the shaders. I should also mention I'm using vanilla (launcher) 5.4.2 with my shaders directory fix and the metaxr marketplace plugin in my project plugins directory (I moved the plugin manually to my project directory from the engine/plugins/marketplace directory)

  • @WildOxStudios
    @WildOxStudios  5 місяців тому

    Update - This was found regarding getting the engine to recognize the Quest 3 properly
    To fix the problem, you need to add a MatchProfile in your BaseDeviceProfiles.ini located in (Your Engine Loc)\Engine\Config\.
    Open BaseDeviceProfiles.ini.
    Find the existing MatchProfile for Meta_Quest_3.
    After the existing entry, paste the following:

    +MatchProfile=(Profile="Meta_Quest_3",Match=((SourceType=SRC_DeviceMake,CompareType=CMP_Equal,MatchString="Oculus"), (SourceType=SRC_GPUFamily,CompareType=CMP_Equal,MatchString="Adreno (TM) 740")))

  • @SachaSilva-is6kn
    @SachaSilva-is6kn 4 місяці тому

    thanks for this! it has been super hard to understand how the forward rendering pipeline works, geting good lighting with it has not be an easy task, what would you recommend if i want to bake the lights but also have some moveable objects that needs to cast dynamic shadows?

    • @WildOxStudios
      @WildOxStudios  4 місяці тому +1

      @@SachaSilva-is6kn that’s how stationary works …. It allows bakes but still cast csm for movable objects

    • @SachaSilva-is6kn
      @SachaSilva-is6kn 4 місяці тому

      @@WildOxStudios thanks for your answer, now i have the problem that in editor looks nice, but i have no shadows & post processing when using the Quest 3, any idea? thanks!

  • @xXShowGameXx
    @xXShowGameXx 5 місяців тому

    Interesting video !! I actually have a slightly different issue. I'm not trying to cast shadows but still, my movable dynamic light have some weird render issue where in some angles only displays in the left eye. No issue in editor but only when packaged on Quest 3 and 2... Depending on the angle of the camera/headset, light only renders in left eye . Right eye stays unlit. Then if I slightly pivot my head, light displays in right eye again. Really distracting because head movement is obviously unpredictable in VR. I noticed that toggling off mobile multiview fixes the issue but then performance is very bad. Do you have any idea if this issue is related / what could fix it ? Thank you
    Edit: oh yeah and I use forward rendering

    • @WildOxStudios
      @WildOxStudios  5 місяців тому

      Earlier versions had editor issues but after the 5.4.3 hotfix it’s mainly instanced stereo that is broken

    • @xXShowGameXx
      @xXShowGameXx 5 місяців тому

      @@WildOxStudios That's odd. I'm on 5.4.3

  • @WildOxStudios
    @WildOxStudios  5 місяців тому

    Update! UE5.4.3 hotfix breaks csm shadow map shaders for mobile multi view so you’ll need to reapply the fix here.
    forums.unrealengine.com/t/ue5-4-and-5-4-1-shadows-are-broken-in-vr-vr-template-default-settings/1841528/32

  • @Lamatetatonka
    @Lamatetatonka 3 місяці тому

    Hello, I reporthign a bug maybe you can help for the past 3 years. Standlone multiview dynamic SPOTLIGHT shadows dont work sicne ue4.27... None of the UE5 VR can produce Vr standelon dynamic spotlight shadows...

    • @WildOxStudios
      @WildOxStudios  3 місяці тому

      @@Lamatetatonka that is correct unfortunately. UE5 hasn’t really been VR ready from the beginning. I’ve tried to manually patch shaders but it seems to be broken with every hotfix from the launcher …. Meaning I fix it then it’s patched and broken. 5.4.4 being the latest victim

    • @Lamatetatonka
      @Lamatetatonka 3 місяці тому

      @@WildOxStudios so after 3 years still no sulution for ue 5.3 dynamic spotligh shadows???? :( Im usign a modified 4.27 custom engine but, i want to move on, the only reason are those godam dnymai spotligth shadows what give more realisem to games then 5.x

    • @Lamatetatonka
      @Lamatetatonka 3 місяці тому

      @@WildOxStudios you dont have 5.3.2 Fixes or do you for dynamic spotlight shadows with forward shading enabled>?

    • @WildOxStudios
      @WildOxStudios  3 місяці тому

      @@Lamatetatonka You can manually patch the shaders I have a git repo on the forum link in the comments and details or if you just search for "shadows broken in 5.4 in VR" I'm primarily the person tracking it.
      github.com/uno1982/Shaders
      There is a 5.4 point light fix but spotlights are still a mess last time I checked after they patched to 5.4.4. I haven't had the chance to pull the shaders and copy over the engine shaders directory and test.

    • @Lamatetatonka
      @Lamatetatonka 3 місяці тому

      @@WildOxStudios yes but do you have 5.3 shaders fix? so you tellign me dynamic spotlgith shadows work wi thtis fix? in vr teamplte (forward shadign on and mutlvie ofc)