Known Issue - Rainbow screen artifacts Natively and PCVR
Hello I also replied this to every reddit and meta post on this topic i could find charging when in use and screen flickering/artifacts are not a problem in Version 59 0 0 171 706 535429038 Please META notice this. it is a huge problem i had FOUR quest3 in total, because i thought they were broken and brought them back to the store please meta let people with problems downgrade to this OS version !!!!Solved43KViews17likes163CommentsDid ASW get broken lately?
Hello, I've the weirdest issue and it suddenly (well, at least I don't know what's causing it) appeared: ASW is triggering horrible artifacts, mostly on plain background. Video of the issue: https://youtu.be/qNhxBXpEpAQ - It happens on every game I've tried. - This is not a framerate issue. - It happens mainly on plain backgrounds and a lot less when there is details. Quest 2 (Link or Airlink) 4090 RTX with 526.47 drivers Oculus software 46.0.0.230.0 (46.0.0.229.0) Could you guys tell me if this is an issue on my side or if ASW is actually broken? Could be an Nvidia driver issue, Oculus software issue, I really don't know. MetaStoreHelp Have you guys ever seen this or got reports about a similar issue? Thanks!1.3KViews0likes1CommentUsing OpenXR and Vulkan, getting strange artifacts unique to Oculus runtime
On steamVR (with an Index), these artifacts don't appear. I can run the app with 0 validation errors in the Oculus runtime. I'm using a Quest 1 + link cable. The behavior changes depending on whether I use msaa. With msaa: The game works well until a sufficient # of chunks have been loaded (this is an open world voxel game). Once that is the case (~30s in), a flickering artifact slowly grows from the bottom right of the right eye, and moves left to cover both eyes over the course of ~5s. Without msaa: The game works well until a large # of chunks have been loaded (requires more chunks to be loaded than when msaa is enabled). Once that is the case, it is as though my draw calls get cut off before finishing, but only in my right eye. As an example: I first render my opaque chunks (front-to-back), and then my transparent chunks (back-to-front). When I have sufficient # of chunks in view, the right eye stops rendering the transparent chunks entirely (as well as many of the distant opaque chunks). The left eye stays solid the whole time. If I shift my view to only contain a small # of chunks (ie, look down), both eyes render fine. If I add `vkDeviceWaitIdle` between my rendering `vkQueueSubmit` and `xrReleaseSwapchainImage`, the bug "goes away". This leads me to believe there might be a bug in the synchronization in the oculus openxr runtime between those two calls. Renderdoc, regardless of case, shows both views rendering correctly. I posted this to the Khronos slack, as well as the Vulkan discord, and one thought that was shared was that it might have to do with this: https://randomascii.wordpress.com/2020/10/04/windows-timer-resolution-the-great-rule-change/ ? ^ the beginning of the flickering artifact when msaa is enabled (right eye) ^ right eye when looking at sufficient # of chunks with msaa not enabled ^ left eye when looking at same view (renders correctly)Solved2.7KViews0likes1CommentBlack Artifacts and Jitter
Hi there! I was running my first quick test using Unreal and deploying to Oculus Quest. For some reason I am getting black artifacts and jitter on all my test levels. Here is a short Video I recorded to show this strange artifacts: youtu.be/Jjp8ekfTSwk What am I missing here and how could I fix that? Thank you so much for any little help! appreciate it!1.2KViews1like0CommentsQuest Avatars appear only skin colored.
In Oculus Integration 1.39, we noticed an issue with Avatars on Quest. The entire Avatar is rendering as skin color with some strange artifacts. It appears as if the UV maps have been messed up on the Avatar textures. I can confirm the Oculus Avatar id is being assigned properly and that Oculus is returning the proper Avatar. However, the Avatars are pretty nightmarish. If anyone has any tips for fixing this issue, that would be great. Thank you!594Views0likes0Comments