Critical DLSS 4 Bug In UE 5.5 For VR

The previous version of the DLSS plugin for Unreal Engine 5 was working in VR but the new DLSS 4 plugin for UE 5.5 does not.

In my player controller at begin play I have the “Set DLSS/DLAA Mode (No Auto)” node set to performance mode and when I click play in VR my right eye is rendering solid black and the entire game window freezes.

I have the same bug

Getting the same for Shipping builds of Non VR games as well.

I haven’t encountered the specific issue of one eye rendering black, but we did experience a similar problem where Nanite meshes appeared with rainbow colors on the right eye. In our case, the issue was resolved by setting the Reflection scalability setting to Epic. For reference, we keep the rest of our scalability settings at High.

VR Settings:

  • Stereo Foveation Level: Medium
  • Dynamic Foveation: Enabled
  • Instanced Stereo: Enabled
  • Round Robin Occlusion Queries: Disabled

Project Settings:

  • Texture Streaming: Enabled
  • Deferred Shading: Enabled
  • Occlusion Culling: Enabled
  • Shadow Map Method: Virtual Shadow Maps
  • Nanite: Enabled
  • Lumen & Lumen Reflections: Enabled

DLSS: Preset J

As for Plug-Ins we only have NVIDIA DLSS Super Resolution/Ray Reconstruction/DLAA and NVIDIA Image Scaling (NIS) enabled. The streamlines plugin are not present in the project.

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