Simul Support ExchangeCategory: WaterWater unsuable in VR on some HMDs
Skoots asked 2 years ago

Issue persisted from 4.24 through 4.25 where water does not render correctly in VR on some HMDs. We asked about this roughly 3 months ago, and were told someone would take a look at it. Hoping to get an answer or timeline as to when this bug will be resolved as it persists on two (possibly more), very common consumer HMDs.

Here’s a video describing the issue once more:
https://youtu.be/9F6vr9yEduA

Cheers,
– Scott

Michael Szuplewski Staff replied 2 years ago

Hello Scott, unfortuanty this issue has been put on the backburner recently, in part as I still don’t have access to a headset where this issue is present. I can try to get this looked into after our current round of bugfixes are sorted over the next week or two, however I can’t give a solid time until this issue can get resolved

Regards,
Michael

Skoots replied 2 years ago

Hello Michael,

Thanks for your response, I understand it’s difficult to pinpoint the bug without a headset. Could you give me a list of which headsets you can confirm work / have been tested with the latest build of TrueSky Water? A compatibility list would be very helpful at the moment. We’re planning on adding a legacy water option that does render correctly for users with Vive and Rift CV1; however, as stated in our first post months ago, TrueSky’s translucency modifier still does not work correctly (nodes are not linked to anything in blueprint but documentation on TrueSky’s website says to use it to get translucent materials to render correctly with clouds).

I believe you said either yourself or someone would look into it. If at the very least this could be looked into, our team would be able to use a different VR compatible water with TrueSky Clouds for release. At the moment, clouds refuse to render over any translucent material below (in our case the water). TrueSky’s translucency modifier seems to have been broken for multiple UE4 versions.

We really appreciate your support on the matter!
– Scott

Michael Szuplewski Staff replied 2 years ago

Hello Scott

The headset that I’ve been using is the oculus DK2. Obviously this is quite a bit older than most headsets that users will have nowadays so its use in development has been limited, however in transitioning to working from home it’s all I’ve been able to use for now for testing.
The translucency modifier not working correctly has been on the backlog for some time, if there is room for it next week I should be able to see where this problems there are occuring and try to get a fix out within the next 2 weeks.

Regards,
Michael

Skoots replied 2 years ago

Yes that would be fantastic if the transparency modifier could be looked at because at the moment, materials with translucency always render on-top of TrueSky clouds. While researching a solution, I’ve found posts as far back as 2016 in UE4 with people suggesting that materials in UE4 get an edited “Translucency Sort Priority”, however, chaining this does make TrueSky clouds render over complex materials like Glass or Water. Since we can’t edit the TrueSky master material ourselves, the only official documented solution on TrueSky’s website I’ve read was to use the modifier node as mentioned earlier. Unfortunately, its not linked up to anything and has not worked for well over 3 months so if you get a chance to bump this up in priority, it would be amazing.

Here is a video demonstrating what happens with TrueSky Clouds on non-TrueSky water with translucency.

https://youtu.be/HoZzfRcAc6I

Thanks,
– Scott