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Incorrect Chromatic Aberration Correction in Unreal Engine 4 for Oculus Go on Android

sinoth
Honored Guest
I entered this as a bug in the bug tracker [here] but I'm also copying it here for visibility and feedback.

Something is wrong with the chromatic aberration correction in Unreal Engine 4.21.0 on Android for Oculus Mobile devices such as the Go which causes a dark outline to appear on red/blue contrasting colors.

I've set up a similar scene in Unity and the effect is less noticeable. It would seem Unreal is doing something wrong in how they set up the layer descriptions via OVRPlugin, but I have not been able to convince them of this. I was told to try the Oculus Forums.

Could this be a result of firmware changes in 3.49?

Comparison screenshot:
waxfjjhn2x0h.png
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