Forum Discussion
SiggiG
13 years agoProtege
Deferred rendering and AA in Unity
Hello! Has any of you been using deferred rendering in Unity with the Rift? I'm having troubles getting image-based anti-aliasing to work properly, it looks almost as bad as having no AA at all. E...
owenwp
13 years agoExpert Protege
After trying the SDK in my project, there seem to be two things breaking deferred rendering with the Oculus SDK:
-The post process that performs the optical correction uses a custom blit operation that calls opengl instead of the standard Graphics.Blit method. This turns the screen black and white for some reason. I don't have a rift yet so I can't be totally sure if there is some other reason it was done this way, but it should not be necessary.
-The camera class computes a custom projection matrix which breaks unity's screen space to world transform, making point lights and shadows appear in the wrong place. As far as I can see this is only done to apply the IPD offset, but that should be just as easily done by simply moving the camera transform.
I have tried my own fixes to these issues and I will see how they work once my dev kit arrives. In any case it should be easy for Oculus to fix.
-The post process that performs the optical correction uses a custom blit operation that calls opengl instead of the standard Graphics.Blit method. This turns the screen black and white for some reason. I don't have a rift yet so I can't be totally sure if there is some other reason it was done this way, but it should not be necessary.
-The camera class computes a custom projection matrix which breaks unity's screen space to world transform, making point lights and shadows appear in the wrong place. As far as I can see this is only done to apply the IPD offset, but that should be just as easily done by simply moving the camera transform.
I have tried my own fixes to these issues and I will see how they work once my dev kit arrives. In any case it should be easy for Oculus to fix.
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