# Remote Rendering - UE5 - Segmented Dimming

**URL:** <https://forum.magicleap.cloud/t/remote-rendering-ue5-segmented-dimming/1913>\
**Category:** Remote Rendering\
**Created:** [May 15, 2023, 12:21am UTC](https://forum.magicleap.cloud/t/remote-rendering-ue5-segmented-dimming/1913 "2023-05-15T00:21:14Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![VirtuosoCEO](https://sea1.discourse-cdn.com/flex019/user_avatar/forum.magicleap.cloud/virtuosoceo/32/581_2.png) [@VirtuosoCEO](https://forum.magicleap.cloud/u/VirtuosoCEO)\
**Post date:** [May 15, 2023, 12:21am UTC](https://forum.magicleap.cloud/t/remote-rendering-ue5-segmented-dimming/1913/1 "2023-05-15T00:21:14Z")

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Hello, I am wondering if I am doing something incorrect for segmented dimming.

I follow all of the documentation to a T. The only difference is that I am using DirectX 12 instead of Vulkan because my app absolutely requires it. This may be the reason why, but rendering is working but not alpha.

In my Post Process material, I can manually make Opacity 1 or input a Sine wave and I see that the dimmer is working, I also put a random alpha texture from my project and I see the headset following along the alpha mask, however using the PostProcessInput0 alpha as Opacity does not result in a masked alpha, it’s as if the dimmer was completely off.

Any ideas why this may happen?

Thank you,

-Brandon

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**Author:** ![VirtuosoCEO](https://sea1.discourse-cdn.com/flex019/user_avatar/forum.magicleap.cloud/virtuosoceo/32/581_2.png) [@VirtuosoCEO](https://forum.magicleap.cloud/u/VirtuosoCEO)\
**Post date:** [May 15, 2023, 5:32am UTC](https://forum.magicleap.cloud/t/remote-rendering-ue5-segmented-dimming/1913/2 "2023-05-15T05:32:31Z")

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![image](https://us1.discourse-cdn.com/flex019/uploads/magicleap1/original/1X/849e9366cfa4580c37b768dd3c560c3a9da94bfb.png)

I found this Unreal XR tutorial intended for the Varjo Aero XR headset, and their material setup works for ML2!

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**Author:** ![ebridgewater](https://avatars.discourse-cdn.com/v4/letter/e/cab0a1/32.png) [@ebridgewater](https://forum.magicleap.cloud/u/ebridgewater)\
**Post date:** [May 15, 2023, 2:47pm UTC](https://forum.magicleap.cloud/t/remote-rendering-ue5-segmented-dimming/1913/3 "2023-05-15T14:47:45Z")

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Glad you solved it!

I will note based on your original post that for now- we only have full support via Vulkan. With DirectX12 our full OpenXR compliance is still a work in progress, and while incomplete a major improvement will be landing for Dx12 with our upcoming 1.1.x release. We will take your post here into consideration for future prioritization.

I will admit to you one thing that will likely come last in our DX12 rollout, and would appreciate knowing if this is an issue for you: Using a multi-GPU configuration with DirectX12 will be among the last things we complete for this graphics pipeline.

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**Author:** ![VirtuosoCEO](https://sea1.discourse-cdn.com/flex019/user_avatar/forum.magicleap.cloud/virtuosoceo/32/581_2.png) [@VirtuosoCEO](https://forum.magicleap.cloud/u/VirtuosoCEO)\
**Post date:** [May 15, 2023, 3:28pm UTC](https://forum.magicleap.cloud/t/remote-rendering-ue5-segmented-dimming/1913/4 "2023-05-15T15:28:48Z")

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Thank you, I am primarily only proficient in Unreal Engine, which only supports 1 GPU, so for me, I will likely never take advantage of multiple GPUs.

Although, I am excited to hear DX12 is in the works to be officially supported!
