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Troubleshooting / Known Issues

This section covers common problems you may encounter when using the Skyreal VR ecosystem and provides solutions for resolving them. If your issue is not covered here, please contact the Skyreal VR support team or submit a ticket through the support website.

Known Issues List:


VR Headset Not Detected

If your VR headset is not detected when launching Skyreal VR, follow these troubleshooting steps.

General Checks

  1. Verify SteamVR / OpenXR is running — Skyreal VR requires SteamVR or a compatible OpenXR runtime to be active before launching VR mode. Start SteamVR and verify that your headset is detected (green icon).

  2. Check USB and DisplayPort/HDMI connections — Ensure all cables are properly connected between the headset and your computer. Try different USB ports if the headset is not detected.

  3. Verify GPU drivers — Make sure your GPU drivers are up to date. Outdated drivers can cause detection failures.

  4. Restart SteamVR — Close SteamVR completely, unplug and reconnect the headset, then restart SteamVR.

  5. Check Windows Mixed Reality — If using a WMR headset, ensure the Windows Mixed Reality Portal is running and the headset is detected there first.

Specific Headset Issues

  • Ensure the Oculus PC app is installed and running

  • Verify that Oculus Link or Air Link is enabled in the headset settings

  • Check that the USB cable supports data transfer (not just charging)

HTC Vive / Vive Pro

  • Ensure base stations are powered on and have line of sight to the headset

  • Check that the Link Box is properly connected

  • Verify firmware is up to date

Vive Trackers

  • Trackers must be assigned a role in SteamVR (do not set to "Disabled")

  • Each tracker must have a unique role assigned

  • See the Tracking documentation for detailed setup instructions

Skyreal VR Specific

  • Skyreal VR detects headsets through SteamVR — if SteamVR sees your headset but Skyreal VR does not, try restarting Skyreal VR

  • Check the Skyreal VR log files for error messages related to VR initialization




Collaboration Issues

If collaboration sessions are not working in Skyreal VR, follow these troubleshooting steps.

Collaboration Is Not Working

  1. Verify network connectivity — Ensure all workstations can communicate together (same network, VPN, etc.).

  2. Check firewall rules — Your firewall must authorize UDP connections through port 7777 (or your custom port). If your firewall blocks everything by default, add the Skyreal VR executable as an exception:

    \Skyreal VR\Binaries\Win64\Skyreal VR-Win64-Shipping.exe
    
  3. Check port availability — Verify that port 7777 is not used by another service:

    Bash
    FOR /F "usebackq tokens=4 delims= " %i IN (`netstat -ano ^|find "7777"`) DO @tasklist /fi "pid eq %i" | find "%i"
    

    The expected result is Skyreal VR-Win64-Shipping. If you get a different value, change the communication port.

  4. Change the port — Add the following to the end of Skyreal VR\\Config\\DefaultEngine.ini:

    [URL]
    Port=your_port
    

VOIP Cannot Connect

This can happen if a previous VOIP session was not closed properly — for example, if Skyreal VR was closed without ending the VOIP session first, or if Skyreal VR crashed.

Solutions

  • Change the VOIP port in Skyreal VR settings (all collaborators must use the same port)

  • Restart your session to free the port

Cave / Powerwall Collaboration

Collaborative sessions are disabled in CAVE mode due to Unreal Engine limitations on multiplayer support in a cave setup.

For Powerwall-only setups, you can enable collaboration by adding to cavedaemon.json:

"DaemonAdditionalParameters": " -IsCollab=\"True\" -IsServer=\"True\""

This launches the powerwall as the server, allowing other Skyreal VR instances to join.



Performance

If you experience low frame rates or visual stuttering in Skyreal VR, the following strategies can help improve performance.

Temporal Super Resolution (TSR)

TSR is an upsampling system that reduces the resolution rendered by the GPU and then upsamples the image to maintain visual fidelity while improving performance.

  • Adjust the Screen Percentage slider in the Performance menu (top right of the viewport)

  • Lower values = better performance but more artifacts

  • TSR works in both Desktop and VR modes

TSR Limitations

  • TSR is not adjustable while in VR

  • TSR in VR does not work with SteamVR (as of UE 5.2)

General Performance Tips

  1. Reduce model complexity — Use the SAG (Surface Angular Gap) setting during CAD import to control mesh density. Higher values produce simpler meshes.

  2. Use LOD (Level of Detail) — Configure LOD settings during data preparation to automatically reduce detail at distance.

  3. Optimize materials — Use the Skyreal VR plugin's material consolidation tool to merge similar materials and reduce draw calls.

  4. Manage collision meshes — Complex collision meshes can significantly impact performance. Use simplified collision where possible.

  5. Virtual Shadow Maps — In VR Spectator View, disable Virtual Shadow Maps using the End key if experiencing performance issues.

  6. Frame Sequential stereo — For CAVE/Powerwall setups, ensure NVIDIA drivers meet the minimum version requirements (GeForce >= 561.09, Quadro >= 553.35).

Monitoring Performance

  • Use the built-in Unreal Engine profiling tools (stat fps, stat unit) to identify bottlenecks

  • Check GPU and CPU usage through Windows Task Manager or GPU-specific tools



Model Quality Issues

If your 3D models display visual artifacts, missing textures, or incorrect geometry in Skyreal VR, use the following troubleshooting steps.

Common Issues

Mesh Tessellation and Surface Quality

  • SAG (Surface Angular Gap) — During CAD import, the SAG setting controls mesh density. A lower SAG value produces finer tessellation (better quality but higher polygon count). If surfaces appear faceted, re-import with a lower SAG value.

  • Deduplication — If enabled during import, identical geometries are instanced. In rare cases this can cause visual issues if parts appear identical but have slight differences.

Missing Textures or Materials

  • Ensure all referenced texture files were included during the preparation step

  • Check that materials were properly cooked if using an editor experience

  • If materials appear as default gray, verify the material assignment in Unreal Editor

Incorrect Positioning or Scale

  • Verify the unit system used in your CAD software matches what Skyreal VR expects

  • Use the Reset Parts Positions command to restore parts to their default locations

  • For editor experiences, use the Skyreal VR plugin's Set current transforms as default action

Flickering or Z-Fighting

  • This occurs when two surfaces occupy nearly the same space

  • Increase the near clip plane distance in the rendering settings

  • If using a Powerwall, adjust the near/far plane distances

Point Cloud Quality

If using imported point cloud data:

Setting

Impact

Minimum screen size

Lower = more points displayed but lower FPS

Point Size

Controls point thickness — experiment to find the best value

Color Source

Set to data to use colors from the source file

Point Shape

Circle provides smoother results than Square



Installation Issues

If you encounter problems during installation of the Skyreal VR ecosystem components, follow these troubleshooting steps.

XR Center Installation

ArangoDB Issues

  • Ensure ArangoDB is properly installed and the service is running

  • Check that the database port (default: 8529) is not blocked by a firewall

  • Verify the database credentials in the XR Center configuration

SSL Certificate Issues

  • If using HTTPS, ensure your SSL certificate is valid and properly configured

  • Self-signed certificates may cause connection issues with some clients

Service Startup Failures

  • Check Windows Event Viewer for error messages related to XR Center services

  • Verify that all required ports are available and not used by other applications

  • Ensure the installation user has sufficient permissions

Deck Installation

  • Verify that the Deck configuration directory exists at C:\\ProgramData\\Skydea\\deck

  • If Deck cannot connect to XR Center, check network connectivity and firewall rules

  • For standalone mode, ensure the local database path is configured correctly

Marketplace Installation

  • Verify that ScanDirectoryPath and PackageArchivesDirectoryPath are correctly set in the marketplace configuration

  • Ensure the marketplace service has read/write access to the configured directories

Cave Daemon Installation

  • If installing as a service, run the installer with administrator privileges

  • Verify the daemon is reachable from the Deck machine by checking the configured IP and port

  • Default install location: C:\\Program Files\\Skydea\\1.19\\CaveDaemon

  • Default data directory: C:\\.skrdaemon

General Tips

  • Always run installers with administrator privileges

  • Check log files in the installation directories for detailed error messages

  • Ensure antivirus software is not blocking the installation or executable files



CAD Import Issues

If you encounter problems importing CAD data into Skyreal VR through CAD Forge or SkyPrep, follow these troubleshooting steps.

Common Import Issues

Import Fails or Gets Stuck

  • Check that the file format is supported by CAD Forge

  • For very large files, ensure sufficient disk space and RAM are available

  • Try importing with the Legacy mode option enabled, which uses a different import pipeline

  • Check the import status in CAD Forge — look for error indicators next to the data entry

Missing Parts After Import

  • Verify that all referenced assemblies and sub-assemblies are accessible

  • Check if the product tree was fully loaded in the source CAD application before export

  • Some formats may not include all geometry by default — check format-specific export settings

Incorrect Geometry

  • Adjust the SAG (Surface Angular Gap) value — lower values produce higher fidelity meshes

  • Enable or disable deduplication based on your model's characteristics

  • For CATIA V5 files, ensure the CGR representation matches the expected quality

Supported Formats

CAD Forge supports a wide range of CAD formats. If your format is not supported directly, consider:

  • Exporting to a neutral format (STEP, IGES, JT) from your CAD software

  • Using Datasmith import in Unreal Editor for formats like 3ds Max, SketchUp, and Revit

Datasmith Import Issues

For Unreal Editor-based imports using Datasmith:

  1. Ensure the Datasmith plugin is enabled in Unreal Editor (Edit > Plugins)

  2. For 3ds Max, SketchUp, and Revit, install the Datasmith exporter plugin in the source software

  3. After importing, use the Skyreal VR plugin's Import 3ds Max data or Import Revit IFC data actions to convert Datasmith actors to Skyreal VR parts

Version Mismatch

If a "version mismatch" status appears in CAD Forge, it means the data was prepared with a different version of the preparation tools. [Re-import the data with the current version to resolve this.]




Export and Back to CAD Issues

If you encounter problems exporting data from Skyreal VR back to your CAD software, follow these troubleshooting steps.

Supported Export Targets

Skyreal VR supports exporting modified part positions and metadata back to several CAD formats:

  • CATIA V5 (via CATScript macro)

  • 3DEXPERIENCE (via VBA macro)

  • SolidWorks (via VBA macro)

  • Inventor (via VBA macro)

Common Issues

Export File Not Generated

  • Ensure you have used the Save command in Skyreal VR before attempting to export

  • Check that the export path has write permissions

  • Verify that the correct export format is selected

Macros Not Running in CAD Software

  • CATIA V5: The CATScript macro requires CATIA to be open with the original product loaded. Ensure macros are enabled in CATIA's security settings.

  • 3DEXPERIENCE: The VBA macro requires proper authentication and access to the workspace.

  • SolidWorks / Inventor: Ensure VBA macros are enabled and the original assembly is open.

Part Positions Not Updating

  • The export contains transform (position/rotation) data relative to the original assembly structure

  • Ensure the product tree structure in Skyreal VR matches the original CAD structure

  • Parts that were added purely in Unreal Editor (not from CAD import) cannot be exported back

Missing Metadata

  • Only properties that were present during import and modified in Skyreal VR are included in the export

  • Custom properties added in Skyreal VR may not be compatible with all CAD formats

Tips

  • Always work from a fresh import when precision is critical

  • Use the Design command in Skyreal VR to mark specific modifications for export

  • Keep a backup of your original CAD files before running import macros



Skyreal VR Known Issues

The following are currently tracked known issues in Skyreal VR. [This list may be updated as issues are resolved in newer versions.]

Current Known Issues

  • Collaboration tab shows only VR users — The collab tab of the bracelet displays only users who are in VR mode. Desktop-only users may not appear in the list.

  • Expand product tree can disconnect on large products — The "Expand product tree" command can cause disconnections in collaborative sessions when used on medium to large products with deep hierarchies.

  • [Server cutting geometries were not available in version 1.12 — this may have been resolved in later versions.]

Limitations

TSR (Temporal Super Resolution)

  • Not adjustable while in VR

  • Does not work with SteamVR in VR mode (as of UE 5.2)

VR Spectator View

  • Virtual Shadow Maps can cause performance issues in VR Spectator View (as of UE 5.2)

  • Lumen rendering may differ between the HMD view and the spectator view

CAVE / Powerwall

  • Collaborative sessions are not supported in CAVE mode (only in Powerwall mode with specific configuration)

  • Frame Sequential stereo requires specific NVIDIA driver versions (GeForce >= 561.09, Quadro >= 553.35)

General

  • Dynamic materials are used by default in Skyreal VR. To use static materials in the editor, convert them using the plugin's optimization tools and then set them as default.

  • The Skyreal VR plugin's material consolidation feature can cause Unreal Editor crashes on projects with many assets — save your work before running this operation.