Quest 3 single pass shader issues not on other quest headsets
I have an app that is using a shadergraph from Cesium. On quest 2 and Quest Pro it builds fine on singlepass/multiview, but on Quest 3 something breaks unless it is built with Multiview. It ends up showing weird green bars that obscure the objects in the scene. This is mixed reality, so the green bars actually just are a tinted passthrough. Oddly it only does it on built apps to the headset, so it is difficult to pinpoint what element exactly is causing the issue. Anyone else have any problems like this only on the Quest 3? I am not sure if it is a shader issue, or if it is a bug in the Quest 3.714Views0likes0CommentsQuest black screen and Adreno-GSL memory bug.
Hello, We have been having a graphical bug occur for a while now but it's been very difficult to consistently replicate it in order to track down what's happening. We are using Oculus's branch of the UE 4.20.3 engine. When the bug happens the visuals go black and the application drops to around 5 FPS when looking at the OVRMetrics Tool. Just recently I was able to get a logcat file of it happening so I was able to see what could be causing the problem. When looking at the logcat file I am able to find the point where the bug happens because it starts consistently outputting: W Adreno-GSL: <sharedmem_gpuobj_alloc:2706>: sharedmem_gpumem_alloc: mmap failed errno 12 Out of memory E Adreno-GSL: <gsl_memory_alloc_pure:2270>: GSL MEM ERROR: kgsl_sharedmem_alloc ioctl failed. I've looked above where those lines start outputting and nothing seems to stick out as unusual so I'm not sure where to go from here to further track down what is happening and how to fix it. If anyone has had a similar bug and been able to track down the cause please let me know what steps were used. Thanks, Adam R.1.3KViews0likes1Comment