Unreal Engine r.screenpercentage vs vr.PixelDensity VR ISSUE

In UE5 when VR is used, any change to r.screenpercentage causes rending issues and artifacts, it is unusable.

For VR use in UE5, we have to use vr.PixelDensity setting instead. It seems DLSS plugin is unaware of this for a long time and tries to work via the r.screenpercentage setting?

Is a solution being worked on?


It’s been broken for over a year with zero updates from devs. Maybe it will be fixed by 2024? 2025? 2026?
We ended up switching to FSR. At least it works in VR.