Quest 3 POW level stuck at 3, Passthrough + Depth API
So I have this small Quest 3 App, basically a penalty shooter, using Passthrough + Depth API + Shadows + Vulkan (as requirement for Depth) For the 3D elements I have the goal, goal keeper gloves on the user controllers, a mascot character that shoots, and behind him a simple "screen" on a simple steel structure, this screen actually just has a couple textures to update the game progress. I also have a couple sound effects. When I launch it on Q3, with OVR settings I can see the power level of GPU&CPU is always at 3..... Also the scene starts with depth api off, there I have 72 fps, if I turn on soft occlusion drops to 30-50 fps.... What I dont get is I have another VR game, that has way more 3D elements, textures, interactions, a rig on the user, and CPU pow is at 5 and GPU at 4..... Why am I not getting higher power level on my Mixed Reality little game? here's the settings im using on the MR game, on the VR one its pretty much the same. I will send this MR game to AppLab and I'm worried it could get rejected by the performance, if there's any Meta staff reading this, game starts with Depth off, and on the start menu there's a toggle to enable it, would this help with the app review ? thanks!1.2KViews0likes4CommentsHow to improve shadow quality on passthrough?
We can now have shadow on passthrough thanks to the PassthroughRelighting example in the MRUK, however, the shadow casted on the room mesh is very pixelated. I have tried to increase the shadow quality, resolution, adjust the bias etc but nothing seems to make any changes to the pixelated shadow. Does anyone know what can be done to improve the shadow quality on passthrough? Thanks!381Views0likes0CommentsPassthrough Shadows Discussion
I'm currently looking into the best way to implement shadows for virtual characters. I've seen a few ways that look promising with just drop shadow cards. But what if I want true dynamic shadows? How do I get them to cast with no floor mesh since I want Passthrough? Or even dynamic soft shadows? I came across this for dynamic soft shadows based off the collision which looks pretty good. But how would I implement that with Passthrough? https://www.youtube.com/watch?v=_oed7fqqzaY Here is a sneak peak at the current project. The characters still don't feel grounded yet without shadows. Just trying to find the best and most realistic way. https://twitter.com/colin_a_brady/status/1627061040939941888?s=20 Please share your thoughts an how you think the best way to implement a shadow for so many characters should work in Passthrough!2.4KViews0likes2Comments