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Rapporter et problem med oversettelse
https://github.com/EpicGames/UnrealEngine/pull/4294/commits/1fd3a9a6d6c5f1cd56a2adb09833e7968f6e2c5b
We are working to get this fix into the next release of 4.18
I would also recommend:
r.ScreenPercentage to 150
vr.SteamVR.PixelDensityAdaptive 0
The Oculus seems to be because the GetRecommendedRenderTargetSize has a different aspect ratio than the real native screen res. The Windows MR issue is happening because the GetRecommendedRenderTargetSize is the same aspect as native screen res, but VRExtDisplay->GetWindowBounds gives the same aspect as Vive and Rift.
To get a real fix that will resolve everything, we need a way to get the native res of Windows MR headsets.
The current master branch (what will become 4.19) changes the meaning of r.screenpercentage to be a percentage of vr.PixelDensity * GetRecommendedRenderTargetSize, and will work fine without it.
But without some way to query the native panel res 4.18 games are always going to be flakey on Windows MR even with the pull request you mentioned.
https://github.com/EpicGames/UnrealEngine/pull/4356
But without a way to query native screen res, WindowsMR devices are going to still be baselined on Vive/Rift resolution with the fix. It just better handles the differing aspect ratios.