Comments (4)
Curved screen (cylinder) is only possible with OpenXR, on supported runtimes, which there aren't many of. It's an OpenXR extension that UEVR is taking advantage of.
I'd have to write a shader to do this.
from uevr.
The other issue you are describing with thr UI is likely because of "enable depth" being ticked on. This causes overlays rendered by the runtime to become part of the game world unfortunately.
from uevr.
The other issue you are describing with thr UI is likely because of "enable depth" being ticked on. This causes overlays rendered by the runtime to become part of the game world unfortunately.
I see. So it's game related thing and no option to force it off via console command or the UI itself? It's interesting that it only happens with my Q3 but not the Index. Do they differ so much?
from uevr.
The other issue you are describing with thr UI is likely because of "enable depth" being ticked on. This causes overlays rendered by the runtime to become part of the game world unfortunately.
I see. So it's game related thing and no option to force it off via console command or the UI itself? It's interesting that it only happens with my Q3 but not the Index. Do they differ so much?
It's an option under UEVR's "Unreal" tab.
from uevr.
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