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UI clips through enviroment on Quest 3 / No curved UI option on Valve Index

Open Hoshi82 opened this issue 1 year ago • 4 comments

I noticed that for Visage the UI clips through the enviroment and the ingame hud as well when using a Meta HMD. Only found out because a friend had that issue but not I. Compared it with my Index and noticed there the UI and hud is always on top of the enviroment. I looked throug the UEVR UI and couldn't find anything related that would force the UI on top, so that might be a bug?

Also there is no option to used a curved ui display when using the Index. The whole option is missing.

For better understanding I uploaded a clip on my YT channel: https://youtu.be/Z1v-2Xf-SfE

Hoshi82 avatar Jan 04 '24 11:01 Hoshi82

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.

praydog avatar Jan 04 '24 17:01 praydog

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.

praydog avatar Jan 04 '24 17:01 praydog

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?

Hoshi82 avatar Jan 05 '24 07:01 Hoshi82

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.

praydog avatar Jan 05 '24 14:01 praydog