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 3.717Views0likes0CommentsDoes the Quest support Geometry Shaders at all?
When using the VrCubeWorld_Vulkan sample (ovr_sdk_mobile_1.24.0), querying the device features I see zero returned for: VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MULTIVIEW_FEATURES.multiviewGeometryShader Can I therefore assume that geometry shaders are not supported at all on the Quest currently, not just for multiview but for normal non-multiview rendering or even OpenGL?2.4KViews0likes3CommentsCan Oculus Quest support 2 activities
I use UE4 and Native SDK to develop a Quest APP.The logic is that i can see the UE4 activity firstly,then jump to anther activity that is developed by Android Native SDK. The problem is that i cann't see anything in this activity of Native SDK after jumded. But there is no problem in Oculus Go using this APP.478Views0likes0Comments