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Realtime Shadows Issue w/ L/R Cams on Build

xanderdavis
Honored Guest
Hey guys--

I'm building a scene and have realtime lights. In the editor, shadows for these lights are consistent in each eye when running the level with the Oculus Controller. However, upon building and running, shadows are inconsistent between the Left and Right eyes, making a very jarring effect.

Everything seems lit normally in the Left eye, but in the Right, there are different shadows and it's all lit less (but the overall image is not darker, as self-illuminated textures are consistent). The Right eye simply has entirely different shadows!

I'm running on 'Fantastic' setting, using the latest OVR SDK 0.2.4. Any ideas? It would seem this has something to do with build player quality / rendering settings perhaps, since it works fine in the editor?

Of course, this is fixed if I just bake lightmaps, but the limits me from doing dynamic lighting then at all in my scenes.

FULL RES IMAGE HERE:
http://archive.xanderdavis.com/images/20130919-rift-different-shadows.png







:oops:
Remote Consulting to Clients Worldwide in UI / UX / VR: http://www.xanderdavis.com
2 REPLIES 2

cybereality
Grand Champion
I think there are problems with deferred rendering. Try with forward rendering.
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xanderdavis
Honored Guest
That fixed it.

I'm kicking off builds for VR and NVR (non-VR, traditional FSP standard player controller) types. Curiously, VR looks good in Forward and NVR looks good only in Deferred (it's too dark in Forward). Nothing changes in the project between building the type versions of the same project but the camera/controller type, and yet the lighting is dramatically different. So I have to switch the lighting too for them to ultimately end up looking the same.

It seems very weird. But at least it works.

Thanks for the tip!
Remote Consulting to Clients Worldwide in UI / UX / VR: http://www.xanderdavis.com