Anti Aliasing In Unity with URP
Hiya! So I'm having issues with Antialiasing in Unity on a Quest project, it doesn't seem to matter if I have my project set up based on the Oculus documentation or not: https://developer.oculus.com/documentation/unity/unity-conf-settings/ Things are still looking pretty chunky, maybe I'm not understanding how to manually set the MSAA level, in my understanding it's the pipeline asset that has to be set to 4x MSAA Project Setup: Unity 2021.3.11f1 Unity XR System w/Oculus XR Plugin GLES not Vulkan Doesn't seem to matter if I'm in Multiview or Multipass. FXAA does... something, but its just blurry. I've read that for certain setups you have to disable antialiasing in the camera, only enabling it in the pipeline settings, this didn't have the desired effect for me. Finally, questions: How essential is the Integration Package to MSAA functioning correctly on the quest? Am I required to use an Oculus camera rig instead of the Unity XR Rig for Antialiasing to function correctly? Also if anybody can share with me screenshots of a working URP+MSAA Unity setup configuration I would be very grateful.8.2KViews1like1CommentNew OVRManager.eyeTextureFormat R11G11B10_FP seems to have no effect
'Oculus Utilities for Unity 5 1.16.0-beta' claims to introduce the new eye texture formats R16G16B16A16_FP and R11G11B10_FP to "remove banding from dark colors". Linked below is a Unity project designed to demonstrate the effect of the new eye texture formats. The scene contains an inverted sphere, lit by a single directional light at 0.05 intensity. When viewed in VR, the viewer sees 12 concentric circles of decreasing brightness, representing the lowest 12 brightness values in the LDR spectrum. The spacebar toggles between the default eye texture format, and R11G11B10_FP. With the latter texture format, I would expect to see those LDR rings turn to a smooth radial gradiant, but I see no such effect. The project was created using Unity 5.6.0f3. https://drive.google.com/file/d/0B0Ub2k8Cl3YRVFJVTFlzaEM0VkE/view?usp=sharing Is there some important step I'm missing in order to be able to make use of these new eye texture formats in Unity?2.2KViews0likes8CommentsLow-Resolution visuals with Oculus Go app built from Unity
Hi there- like the title says, an app I've been developing for the Oculus Go seems to have unusually low-resolution graphics when compared with other apps from the store. Are there any obvious settings I may have missed during the build process, or some internal API I should call? Thanks in advance1.6KViews0likes3CommentsQuest 2 - Switching off individual screens / Unreal
I'm creating an app for the Quest 2, using Unreal (and not having much success getting help on the Unreal forums). I need to be able to switch off individual screens on Quest 2, so that I am displaying graphics to either the right or left eye. Any idea how I might be able to do this? I'm looking into nDisplay settings, but there's no guidance for this type of function.1.4KViews0likes3Comments"OpenGL supports only the default graphics adapter."
For some reason I can no longer run the OculusRoomTiny sample program anymore because I keep getting this pop up "OpenGL supports only the default graphics adapter." It's being triggered by this code shown below in main.cpp: if (Compare(luid, GetDefaultAdapterLuid())) // If luid that the Rift is on is not the default adapter LUID... { VALIDATE(false, "OpenGL supports only the default graphics adapter."); } and static ovrGraphicsLuid GetDefaultAdapterLuid() { ovrGraphicsLuid luid = ovrGraphicsLuid(); #if defined(_WIN32) IDXGIFactory* factory = nullptr; if (SUCCEEDED(CreateDXGIFactory(IID_PPV_ARGS(&factory)))) { IDXGIAdapter* adapter = nullptr; if (SUCCEEDED(factory->EnumAdapters(0, &adapter))) { DXGI_ADAPTER_DESC desc; adapter->GetDesc(&desc); memcpy(&luid, &desc.AdapterLuid, sizeof(luid)); adapter->Release(); } factory->Release(); } #endif return luid; } I've never had this issue before, haven't changed any code, reinstalled the SDK, and I still get the same problem - did something happen to my headset - why isn't the luid the same? I'm using the DK2 and SDK 1.9.0 When I comment out the VALIDATE statement, the program runs, but the oculus just gets stuck in the "please wait" screen forever. Thanks for your help in advance1.3KViews1like1CommentCan I download older version of Meta Link?
Hi, I have three products that were supposed to launch on December 1, and all three are dead in the water, waiting on a fix for the Meta Link v83 bugs. The headset update to v83 did not fix any of my issues on any system, Nvidia or AMD, on any of three PCs I've tested on. I switched headsets, cables, and did full uninstall / reinstall cycle. If I start with a basic Unity app and add the All-In-One SDK, it flat out refuses to work with even the most basic OVRCameraRig setup. I don't know how this isn't plaguing everyone else. But I need to ship these products. Is it possible for me to download and use an older version of Meta Link ? Does Meta have pre-release versions of Meta XR All-in-One SDK ? The official one is still v81. That might be the silver bullet. Thank you, -Chilton1.1KViews0likes1CommentRandom black screen on quest
Hi First off, apologies if you see this question twice - I asked it once and the post disappeared immediately! We're experience a severe issue where, after a relatively small period of time (15 minutes to an hour) the screen in our app simply turn black and will never come back. The game is clearly still running (we can hear sfx in response to movement on controller, still use voip and verify the online connection is valid etc), however the screen is simply black. We've got some suspicious log cat output: 10-18 08:42:42.963 1037 1463 I ActivityManager: Process com.oculus.vrshell (pid 1809) has died 10-18 08:42:42.964 1037 1463 D ActivityManager: cleanUpApplicationRecord -- 1809 10-18 08:42:42.978 1037 1585 I WindowManager: WIN DEATH: Window{890a751 u0 SurfaceView - com.oculus.vrshell/com.oculus.vrshell.MainActivity} ... 10-18 08:42:43.099 1037 1583 I DisplayManagerService: Display device removed: DisplayDeviceInfo{"com.oculus.android_panel_app.AndroidPanelLayer-#main": uniqueId="virtual:com.oculus.systemux,10060,com.oculus.android_panel_app.AndroidPanelLayer-#main,0", 770 x 241, modeId 2, defaultModeId 2, supportedModes [{id=2, width=770, height=241, fps=60.0}], colorMode 0, supportedColorModes [0], HdrCapabilities null, density 160, 160.0 x 160.0 dpi, appVsyncOff 0, presDeadline 16666666, touch NONE, rotation 0, type VIRTUAL, state ON, owner com.oculus.systemux (uid 10060), FLAG_PRIVATE, FLAG_NEVER_BLANK, FLAG_OWN_CONTENT_ONLY} Specifically the 'WIN DEATH' and 'Display Device Removed' However nothing else to go on. As far as I can tell we aren't hitting memory issues or anything either - mem use stays relatively stable throughout. We're on unity 2018.4, Oculus SDK 1.29.1. Happy to upgrade if likely to fix things, but we're near ship so would rather not do so unless it's likely to help! Has anybody seen this / have a suggestion. Any help from devs or the Oculus team would be hugely appreciated Thanks Chris699Views0likes0CommentsUnity _CameraDepthTexture access on Oculus GO
Does anyone know hot to get the Unity _CameraDepthTexture working on Go? I'm setting up the camera correctly (GetComponent<Camera>().depthTextureMode |= DepthTextureMode.Depth ) and everything looks good on PC / in rift, but on go the depth texture appears to be empty. [I'm using a debugging shader to render the exact contents of the bugger to a quad to test this :) ) Is there some unity setting hiding somewhere that needs to be checked to enable it? Some other setup that needs to be done on mobile only? Any ideas gratefully accepted :)667Views0likes0Commentswhat does it take for good Art assets in VR game
Context I have experience in making 2D games mostly, but of course, I'm trying my hand at quest development. What does it take to make or know great graphics in VR if you don't have any experience with creating excellent art unity assets for VR? To be more detailed, what to look for or where do I start. I have a little experience with Blender but not for making VR assets.618Views0likes1CommentHas anyone without artistic ability succeeded in developing a game or app?
I want to learn to develop games or apps for the Quest 2 but I have no artistic ability. I would like to know if anyone on here has succeeded in developing games or apps despite not being able to draw or anything. I'm not looking for people that are trying to do so, just those that have succeeded, so that I will know it is possible, and so I can ask questions of them. Thanks!613Views0likes0Comments