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AHUD Screen Space Rendering
Please render AHUD elements at the same plane as the UI
AHUD elements are not yet handled by UEVR as they are rendered separately from Slate UI/UMG stuff. Sometimes referred to as screen space rendering.
When the AHUD elements are rendered they are blurry and really far apart for each eye since they are right in front of the player's face. I see this most for dialogue sequences, but most recently, the elements are the objectives, so I have no idea where to go. For the dialogues, I have to turn on 2D mode to see anything. The 4 games that have seen this are Bloodstained, Asterigos, Sinking City, and Styx? So that means this plagues a lot more games as I have not tried many games yet.
I have the same issue in efootball 2024. There are different kinds of HUD elements in the game - player indicator (a triangle indicating an active player), directional circle (around an active player), player name tag (floating name above active players head), stamina bar, shooting strength bar.
I found that the directional circle is the only one that gets rendered properly when I switch to synchronized sequential mode (at the cost of performance) - sync sequential doesn't solve the issue for the rest of the elements though so I have to disable them from the game menu which makes it unplayable in wide (stadium / spectator) cameras. The special thing about the directional circle is that it is the only HUD element which is on the same plane as the football pitch (semi 3d I guess) - the rest of them are floating 2d objects - text, bar, triangle - which don't care about geometry / perspective
In native stereo mode HUD elements are all over the place and rendered only in one eye. I also noticed that they (incorrectly) follow my headset movement instead of being latched to the active player.
When I play without uevr there are situations in which the player name and the triangle are placed on the edge of the screen (selected player is out of camera vision - screen space rendering?)
Pretty much fixed over the course of several commits. Last few ones have included support for Scaleform as well. Games like Bloodstained are outliers that will require a different fix. Requires "AHUD UI compatibility fix" to be enabled. Also has debug options under "debug" when this option is enabled to go through a selection of possible render targets if UEVR cannot automatically fix it.