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wunkolo's avatar
wunkolo
Honored Guest
7 years ago

[Oculus Go] Single pass/multi-view in unity issues

Enabling single pass stereo rendering(In the "XR settings") as well as deferred rendering(such as using a deferred camera) will cause the left and right eye to seemingly render a flat simple color and possibly only render the geometry for very simple shaders(such as unlit texture shaders) in the left eye only while the right eye remains blank or some altercation of this scenario where standard Unity shaders would display flat colors and only display in one eye. Sometimes the left eye might just be totally gray while the right eye shows flatly colored geometry. I had setup a very simple scene in Unity within a new project and enabled single-pass and deferred rendering and this is the result on the Oculus Go. This result is consistent in Unity versions 2018.2.6f1 and up.

7 Replies

  • Yup, won't be fixed either.
    You really should be using the Forward Rendering Path. I don't even think AA is supported for VR in DRP. And Single Pass Rendering seems counter-intuitive to the whole idea of Deferred. 
    New LWRP is pretty great too! Though I still don't know if they've enabled MSAA for VR yet. 
  • wunkolo's avatar
    wunkolo
    Honored Guest
    Currently I am compromising our visuals by having forward rendering as baked reflections(reflection probes) "own" the reflections for an entire mesh within the probes proximity so a large ground plane would have weird reflections if you move too far away from the reflection probe.
    I am able to get multi-pass deferred rendering working with some FXAA and porting a custom-made stereo-screen-space-reflection shader I made on the Oculus Go but only at about 30 fps with some fps spikes here and there.
    Is there really no other option for the go? Single-pass deferred seems to work fine on the rift.

  • wunkolo said:

    Currently I am compromising our visuals 


    Welcome to mobile VR development ;-) 

    But really though! There might be workarounds - But you're much more likely to hear about them over at the official Unity forums. Oculus have nothing to do with Unity's bug fixing and render pipelines and very few of us over here work with DRP in Unity. 
    But we'd all love to hear if you find a solution! :-) 
  • wunkolo's avatar
    wunkolo
    Honored Guest

    Tolin93 said:

    Yup, won't be fixed either.


    Any reason for this in particular? Is Unity just whole-fully neglecting this bug at this point.

  • wunkolo said:


    Tolin93 said:

    Yup, won't be fixed either.


    Any reason for this in particular? Is Unity just whole-fully neglecting this bug at this point.


    The focus is on LWRP for VR now. Considering Deferred can't do MSAA there's hardly a soul out there using it for VR anyway. And MSAA has very little performance impact on newer phones whilst FXAA and other solutions have a massive performance impact. 
    I think you'd do better trying to find a solution to your original reason for going Deferred - Surely there must be a way to get your baked reflection probes working properly in FRP. 
  • wunkolo's avatar
    wunkolo
    Honored Guest
    Just wanted to update in case this thread shows up in the google results for other people with the same issue.
    I had sent a support ticket with unity and they had marked my ticket as a duplicate to another bug.
    https://issuetracker.unity3d.com/issues/graphics-dot-drawprocedural-draws-geometry-only-in-the-left-eye-when-single-pass-is-enabled
    And this original bug has been an issue since December 9th, 2016 meaning this is a bug almost 2 years old now and has not changed much in the 2 years since. So we just have to maximize as much visual quality as we can with forward rendering for now.
  • wunkolo's avatar
    wunkolo
    Honored Guest
    Just wanted to update in case this thread shows up in the google results for other people with the same issue.
    I had sent a support ticket with unity and they had marked my ticket as a duplicate to another bug.
    https://issuetracker.unity3d.com/issues/graphics-dot-drawprocedural-draws-geometry-only-in-the-left-eye-when-single-pass-is-enabled
    And this original bug has been an issue since December 9th, 2016 meaning this is a bug almost 2 years old now and has not changed much in the 2 years since. So we just have to maximize as much visual quality as we can with forward rendering for now.