jesse.tsang Posted September 16, 2019 Posted September 16, 2019 Hi, ue4 z-fighting it's terrible on focus.How to solve this problem? @Tony PH Lin @Cotta
henrikvrtraveler Posted September 16, 2019 Posted September 16, 2019 Hi! We struggled with the same issue, the important thing is to set and manage "Translucency Sort Priority" and you should be able to manage these issues.
jesse.tsang Posted September 23, 2019 Author Posted September 23, 2019 @henrikvrtraveler Only translucent can use "Translucency Sort Priority" .
jesse.tsang Posted September 23, 2019 Author Posted September 23, 2019 @Tony PH Lin Is there a way to solve the z-fighting on focus?
Tony PH Lin Posted September 24, 2019 Posted September 24, 2019 Hi @jesse.tsang, Do you assume it's more serious z-fighting on UE on Focus and causing by Wave SDK? In our understanding, mostly it's handled by content design and there are some tips and discussion to deal with z-fighting in our development experience. We'll try to pick up some advises and test it to see if it's helpful. Thanks.
jesse.tsang Posted September 24, 2019 Author Posted September 24, 2019 Hi@Tony PH Lin Our product was tested on other VR devices(Pico G2) and was not found z-fighting(Same render Settings for the same project).My guess is that the depth buffer precision is not high enough.
sixense Posted October 25, 2019 Posted October 25, 2019 WaveVR SDK 3.1.1 did not implement the required methods for correctly initializing the near and far clip planes - so they were just stuck on the driver defaults as far as I can tell. The required methods were finally implemented in 3.1.4. There is literally no way to address this issue in 3.1.1 and anyone suggesting otherwise is misinformed or trying to waste your time.
Tony PH Lin Posted October 25, 2019 Posted October 25, 2019 To All, Please download the 3.1.4 to try and resolve your issue. For UE engine, we support both 4.21 and 4.22 in this release. https://developer.vive.com/resources/knowledgebase/wave-sdk/ Thanks.
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