Comments (14)
Hi there!
I've reproduced this issue, we're having a look into it now.
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Hi there!
I've reproduced this issue, we're having a look into it now.
you rock !
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I'm running into the same issue. Is there any improvement or still the same situation?
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Tried the same case in version 5.2.1 and it seems the 1/3 issue got solved there.
There are tutorial videos about VR pixel streaming on YouTube and all of them published at 5.2 times. If there was problem before, they would tell.
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I've been testing with different versions of UE, and in UE 3.0 for oculus (https://github.com/Oculus-VR/UnrealEngine) I get a correct view of Pixel Streaming VR when running as "Standalone Game". Though when building and running the .exe I stomb into the same "1/3 view in the right eye" problem. I dunno if this case may be useful or has been tested already, but it's a strange case IMO.
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Adding to this - have tested across Quest 2, Quest Pro, & Quest 3 all see the same issue as what @ffreality has posted. Have gotten slightly better outcomes with "-ResX, - ResY" to the point where I can get both eyes very close, but once there the FOV is way too wide, and to get it to be stereoscopic you need to cross your eyes slightly.
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Adding to this - have tested across Quest 2, Quest Pro, & Quest 3 all see the same issue as what @ffreality has posted. Have gotten slightly better outcomes with "-ResX, - ResY" to the point where I can get both eyes very close, but once there the FOV is way too wide, and to get it to be stereoscopic you need to cross your eyes slightly.
I don't think HMD device or PixelStreamingInfastructure make the difference.
If I could see correct view in viewport, maybe we could say it's about them but even everything closed, right eye is problematic.
I thought it was about
- desktop renderer on mobile rhi (roadmap has some entries about it)
- optimizations like foveations (focusing specific side of render to increase performance ??)
I say this because (I know they are not related and just speculations but) interchange framework refactor affected datasmith dataprep. So, we know that some changes can also break other things.
and you can't say "be a squint" to your customers :D
btw. As I know Apple Vision Pro won't have pc tethering like Quest Link but we can use WebXR with it.
So, fixing this will also open that device to UE users when they want to make a big scene like digital twins.
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with the added resolution arguments I can get the right eye to be very close to matching the left in the browser window, however - depending on the HMD, they all displayed slightly differently, thus the reason to bring them up.
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with the added resolution arguments I can get the right eye to be very close to matching the left in the browser window, however - depending on the HMD, they all displayed slightly differently, thus the reason to bring them up.
Oh, okay sorry. I talked about 1/3 right eye problem. Yes, device and correct resolution arguments are important for quallity. Actually high end devices like Varjo or Apple can be much more susceptible.
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Tried the same case in version 5.2.1 and it seems the 1/3 issue got solved there.
from pixelstreaminginfrastructure.
I've been testing with different versions of UE, and in UE 3.0 for oculus (https://github.com/Oculus-VR/UnrealEngine) I get a correct view of Pixel Streaming VR when running as "Standalone Game". Though when building and running the .exe I stomb into the same "1/3 view in the right eye" problem. I dunno if this case may be useful or has been tested already, but it's a strange case IMO.
How is resolution of oculus branch ? btw as I know pixel streaming use virtual hmds and requires disabling openxr and other device specific things. So, we shouldn't even use Oculus branch for pixel streaming at first place. Or am I wrong ?
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Issues go stale after 30 days of inactivity. Please comment or re-open the issue if you are still interested in getting this issue fixed.
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issue continues with 5.3.2
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@ffreality, @joshgrundmeier, @DavidLopezS
The issue has been moved to the new repository: EpicGamesExt/PixelStreamingInfrastructure#16
It should be live shortly, so you can continue following the issue there. Thank you for your contribution!
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Related Issues (20)
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