OpenGL crashes on Unity 2022.3
I have an application that crashes on start (Unity 2022.3) when built using OpenGL graphics API, switching to Vulkan stops the crashes, but we cannot switch due to requirements. I have narrowed it down to the OVRHandPrefab. If I remove the use of prefab from my rig, the crashes on start stop happening as well (in OpenGL). I am attaching a picture of the Android Logcat crash. Any ideas or solutions?972Views1like1CommentWashed out (double gamma correction) on OpenGL
No matter which swapchain format I specify, my OpenGL application always renders washed out. That implies that OpenGL always thinks it is rendering to a linear render target, while OpenXR always thinks I am submitting an sRGB render target. Changing the swapchain format that I ask OpenXR to create between sRGB and linear makes no difference, and neither does glEnable(GL_FRAMEBUFFER_SRGB).3KViews1like4CommentsAndroid WebView Render Error
I'm making a VR simulation that uses Vuplex's WebView for Android - the canvases are taken from the poke interaction scene, with a WebView added to the Unity Canvas. Most of them load up just fine, but the one webpage I have is popping up an error about render resolution being too high. This seems to be some kind of WebGL problem (since it has a max size of 4096), but sizing down the canvas resolution hasn't stopped this error. We've had this error pop up on our computers as well, but it was fixed by updating Chromium to v115. It seems like the Quest is only on Chromium 91. Is there any way to update this outside of an Oculus update, or are we just kind of screwed until that happens? Does anyone have other suggestions to try?934Views0likes0CommentsIn XrCompositor_NativeActivity.c, how to disable rendering of texture samples?
There's no glDrawElements() or glDrawArrays() that renders these three textures. Can someone please help me? XrCompositor_NativeActivity.c is an OpenXR Android Studio Native Development project from the Oculus OpenXR Mobile SDK.706Views0likes0CommentsWhen is MetaXR OpenGL ES 3.2 Support Slated to occur? If ever?
Looking at the docs it seems like OpenGL ES3.1 is reported to be supported. But UE5 and 5.1 use ES 3.2. Having just tested MetaXR plugin with UE5.0 and enabling ES3.1 I found a brief but very vital warning stating "LogHMD: Warning: OpenGL is not currently supported by OculusXRHMD plugin". UE5 and 5.1 out of the box with OpenXR I don't belief share that information and simply crash when enabling ES 3.2. So essentially, is the aim to depreciate OpenGL ES 3.2 support? Will it continue to be supported until Vulkan reaches feature parity at least? Any news regarding this would be very helpful for VR Video Playback in Unreal and probably in general.2.2KViews0likes0CommentsUE5.1 6K Video Vulkan Performance Issues
Since 4.27 if you try and play a 6K video with Vulkan there is a big performance drop unusable. In 4.27 I managed to get our app to run with OpenGL but in 5.1 I haven’t managed to do that using OpenXR. My understanding is to use Vulkan as much as possible but atm this is not possible. What advice is there for 6K video playback on Vulkan in 5.1. or getting OpenGL to not crash in 5.1?1.3KViews2likes0CommentsStrange vertex-buffer corruption in Unity on Quest using compute shaders + Graphics.DrawProcedural?
So here's a bug that's been plaguing me for the last 18 months. Initially I chalked it up to the Quest being quite new, and just walked away from it as a dev platform expecting it to be fixed eventually. I tried again recently, and this is still a problem! Basically, when drawing more than a few thousand vertices with Graphics.DrawProcedural in a shader that uses SV_VertexID to fetch elements from a StructuredBuffer , things work perfectly fine in standalone builds, but on Quest everything goes crazy. All the vertices end up with bizarre positions, normals, etc, resulting in huge triangles going everywhere. Even stranger, vertices that aren't part of my system, such as the default Avatar hands, also have their vertices corrupted! I've experienced similar problems in the past using Graphics.DrawMeshInstancedIndirect There's no difference if I'm running in OpenGL ES 3.1+AEP, OpenGL ES 3.2, or Vulkan. I've tried messing with all sorts of settings, with no luck. Has anyone had any luck with Compute Shaders + Quest? I have a sneaky suspicion that there's just some difficult-to-find documentation about threadgroup sizes or compute shader features that need to be managed properly for writing Compute Shaders in Unity for Open GL or Vulkan. But I'm also worried that there's just some bug in the integration of the Oculus SDK in Unity. Help? I have a pair of videos, one showing what an earlier version of one of my apps looks like on PC, and the second video showing what the same app looks like through the lens on Quest. Notice both the complete polygonal mess in the background, and the strange spiky vertices on the Avatar hands. You can view the videos in this post on my website. I also made several posts about a related issue with Graphics.DrawMeshInstancedIndirect on the Unity forum over a year ago, which you can view here2.3KViews0likes2Comments[FIX] Avatar body mesh not appearing/loading in Unity Oculus GO.
I have been fighting with a bug on the Oculus GO where the the body of the avatar was not loading, it threw many errors related to OpenGL and Textures. If anyone has this bug, what i did to fix it was force it to not combine meshes editing the OvrAvatar.cs class. Also set the textures in Avatar/Content/Textures to 1) Read/Write enabled 2) Generate MipMaps 3) Border MipMaps If anyone has it please comment so we know its not a project specific.2.8KViews0likes8Commentshelp with oculus rift pc sdk
Hello I have been trying for a week now to write a simple app to display an image on oculus rift ( same for both eyes ). OculusTinyRoom is the only sample using OpenGL and it is way too complicated to adapt. I am reaching the point where I am starting to doubt that this library is maintained any longer. Are there better alternatives? The oculus sdk guide is outdated and almost every sample I can find on the net is at least 3 years old, would not compile against the newest sdk, and using an older sdk would often result in blank screens or all kind of errors. I am using C++ / OpenGL / Visual Studio 2017. Can anyone please help me with a link to an updated sample? Thank you !659Views0likes0Comments