
You can see the interference pattern quite clearly on the panel in the back ground.
It was not a huge problem on the Rift headset, but Quest seems to really exaggerate it, so I had to find a solution. My understanding was that UE4 sorted it out automatically, but it turns out that it will only do so if the image dimensions are to the power of 2! So I experimented...

Images to the power of 2 - 1024 square on left and 1024 x 2048 second left and originals on the right.
...and it worked. the problem has been totally solved...

The example looks a little blurry from the screen shot, but the Quest resolves if beautifully as you get closer. and the interference pattern is no longer a problem.
I now have the massive job of correcting all the images in my current galleries! However, it does throw up a major drawback of learning to use a piece of software through trial and error and it is that sometimes one does not even know that there is a problem and that the problem has a specific name and often a very straightforward fix. This is exaggerated by the fact that I do work in a bit of a vacuum and don't tend to meet people with knowledge in this field as often as I should.
If you are reading this blog and feel you can add something to my research then please comment… even if you are correcting me or don’t agree with something that I say.