Forum Discussion
PixelRouter
10 years agoExplorer
OVRMonoscopic Does Not Appear To Work
I'm working in Unity 5.2.1f1 with Oculus Utilities 5.0.1.2.0 beta, building for GearVR.
I'm not currently able to enable monoscopic mode. There is a utility script in OVR/Moonlight/Scripts/Utils/OVRMonoscopic which toggles monoscopic mode by setting the value of OVRManager.instance.monoscopic when a gamepad button is pressed. I see that the value is being set, but it has no effect.
Is this simply broken, or am I missing something?
I'm not currently able to enable monoscopic mode. There is a utility script in OVR/Moonlight/Scripts/Utils/OVRMonoscopic which toggles monoscopic mode by setting the value of OVRManager.instance.monoscopic when a gamepad button is pressed. I see that the value is being set, but it has no effect.
Is this simply broken, or am I missing something?
35 Replies
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- vrdavebOculus StaffIt should work in 5.1.3p2 and in 4.6.9.
- PixelRouterExplorerAny update on getting this working again in the most recent Unity 5 builds?
- cyberealityGrand ChampionMono rendering is still being worked on, but progress is being made.
- PixelRouterExplorerCool. That helps a lot. This is a big deal for Z0NE.
I'm surprised that I'm the only one talking about this. My ultimate goal is to composite a stereo camera over a mono camera and to layer cull accordingly. I believe that there are significant (i.e. %20 = 30% fps) performance gains that can be made from using 'selective stereoscopy'. This is the type of optimization that can make or break a GearVR title.
Unity 5's native VR integration is so close. Layered cameras work flawlessly. All we need is for a "monoscopic" checkbox to appear on the Unity 5 native Camera. - nathansHonored GuestWanted to just second what PixelRouter is asking for. We're working on optimizing our VR experience and the ability to render distant objects in mono would be massive. I've tried a bunch of ways to hack something together to no avail. Going back to Unity 4 isn't an option.
I'd been hoping to figure something out by the end of the week, but that isn't looking promising at this point. Don't suppose you guys are saying anything about a timeframe for when an update might be available?
Glad to hear it's being worked on and please keep us updated!
- Nathan - pommakExplorerOne more request to support a proper monoscopic API or a workaround solution.
So far I've managed to render a monoscopic camera texture as a plane in the camera frustum, but the problem is timewarp. Because the stereo cameras are timewarped and the mono camera isn't, this causes a noticeable mismatch between the images. This would be a great workaround if there is a method to apply the timewarp to the mono camera. Any ideas if that can be done?
I'm more than happy to share the code if I can get this work. - vrdavebOculus StaffWe're actively working on this. The solution will probably come in 2 stages. First, we'll fix OVRManager.instance.monoscopic to work like it used to. We can ship that within a couple of weeks as an update inside of Unity. The second stage will take a bit more time. The goal is to make monoscopic rendering a per-camera option so you can make hybrid stereo/mono apps without too much effort.
- pommakExplorerIs it possible to have a merged near-stereo far-mono image with OVRManager.instance.monoscopic? I guess that's the biggest point when doing mono rendering.
With our solution (that doesn't work due to lack of timewarp in mono camera) we've noticed about 30% reduction in geometry and drawcalls so getting this to work soon would be enormously important. - vrdavebOculus StaffYes, that's what I meant by "hybrid stereo/mono". Typically you would have a far camera rendering mono and a near camera rendering stereo. It isn't straightforward to make the far (monoscopic) camera line up properly today, but we are working on it in a 1-2month timeframe.
- LucaMefistoMeta EmployeeHola!
Just here to comment that I would love (actually need!) to have this feature back at some point!
For now I was just rendering to a texture all the distant elements and displaying a Quad in the distance of the actual stereoCamera. The idea works really well but since I updated from 5.1 to 5.3 now if I hit less than 60 fps (sat 54) I see a terrible jitter in the render texture (looks like a timewarp thing as you are saying).
Are you positive you will get this sorted in the next weeks? If so I wont worry too much about it and leave it as is for now... but if not I will need to find an alternative.
Keep rocking guys :) thank you very much for all the efforts
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