Forum Discussion
Anonymous
11 years agoFull screen FX broken in SDK?
I apologize if this has been discussed, I haven't seen a thread just about screen FX.
Does anyone have a fix for full screen fx? Bloom, DOF, Natural bloom asset...
I get a black screen anytime I enable them, running direct to Rift at a great framerate.
I've tried re-ordering them, above the camera and below...
Thanks!
Drew
Does anyone have a fix for full screen fx? Bloom, DOF, Natural bloom asset...
I get a black screen anytime I enable them, running direct to Rift at a great framerate.
I've tried re-ordering them, above the camera and below...
Thanks!
Drew
5 Replies
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- vrdavebOculus StaffHave you tried the latest 0.4.1 Unity integration and runtime? We have switched back to a symmetric frustum, which should resolve these issues.
- AnonymousHi there Yes I have, up to date with both Unity and the SDK. Let me know if there is anything I can test or try.
Thanks! - vrdavebOculus StaffThanks, I managed to reproduce this. For me, it only occurs when you use deferred rendering and image effects together. Interestingly, if you start with forward rendering, it works, but it stops updating the eye textures as soon as you switch to deferred rendering. I tried a few things here, but it doesn't look like the final color output is available in any texture when this happens. So we we will need Unity to change its behavior before we can perform distortion rendering for this use case. We're already working with them on this issue. In the meantime, can you disable deferred rendering or the image effect? If not, you will have to go back to SDK 0.3.2 and disable the "Use Camera Texture" option and have your users disable OVRService and use extended mode.
- AnonymousNo problem I can wait, I need my deferred. Great to hear you guys are on it, thanks!
- cratesmithExplorerHi there,
I'd like to chime in and say that on my macbook pro with the 0.4.1 sdk I can't get it working in either forward or deferred rendering.
It's not critical in my case but it's 100% repro.
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