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Its not un fixable though. When EA WRC released, i played it with the UEVR mod and it had broken stereo shadows. It was fixed for the official VR beta release for that game.
On my Vive Pro 1 (SteamVR headset) like the Valve Index (same resolution), the shadows & specular highlights have almost no issues except in some angles.
On my Vive Pro 2 which has a higher resolution and it's a non-native SteamVR headset, I get all the issues with shadows and specularity that a lot of people are talking about.
I wonder now, if the issue is not Resolution dependent!
(I haven't tried on the Quest 2 via SteamLink yet).
I was seriously looking at Firmament but after reading this thread I think I'm going to drop that idea.
I am playing with the Quest3 using VirtualDesktop.
In your %localappdata%\Riven\Saved\Config\Windows\Engine.ini try adding at the bottom (edit with notepad):
[SystemSettings]
r.DistanceFieldShadowing=0
If you have a powerfull GPU you may also want to set (default for epic seems to be 4096):
r.Shadow.MaxResolution=8192
r.Shadow.MaxCSMResolution=8192
In my opinion this slighlty improves shadows from railings on some bridges. It avoids the shadows fading in/out as you walk.
But not for bridges with "rope railings" unfortuantely.
Good thinking. I forgot this is Unreal engine game. Should be plenty of edits to fix the shadows and make things look and run better
Also, even out of VR, if you look at the cap of the Star Fissure telescope (at the very start of the game), for some reason there's a very blocky shadow. Literally squares. And that's with maximum settings without DLSS.