Texture doesn't show up on objects in Quest 3
Hello, i imported a gltf object with textures in a Quest 3 VR app. with unreal 5.3.2. In the editor and in MetaXR simulator i see the correct textures on the object. When I deploy the app to quest 3 i see the object in gray, without textures. PS: the object is a blueprint with smaller parts combined together. Why it works in editor and simulator and not on the quest device ?599Views0likes0Commentsmipmap blur/flickering at grazing angle, help plz!!
Hi, I have a painful issue about mipmap texture, for Oculus Quest 2 development. blur/flickering at grazing angle is causing big problem. Would like to seek help from the wisdom of the folks here. A bit context: I’m using projected photos for simple background evnironment(in following images). The problem is, mipmap gets too low res on grazing angle grounds. If I force mipmap to increase resolution, then other areas get too much resolution and start to fliker when viewed. especially worse viewed in the headset. Trying to understand the mechanism behind it, here are the question: 1 How does UE4 determine mipmap resolution? A. Is it per triangle based? B. Does stretching polygon along one axis affect the same way as proportional scaling? C. If I turn off or use bias to increase resolution of mipmap, some nearby areas get too high texture density and start to flicker. In this case, other than separating geo manually with differently-scaled texture segments, is there a better solution? D. Is there a way to manipulate the density threshold of the mipmaping? 2 How to visualize the texture density effectively? I know there is “Required texture resolution” to help visualize the density, but when switch into this mode, even selected the texture , it’s all black. Any one had the same issue? Many thanks to any light shining into the confused soul! Best regards1.6KViews0likes1CommentHow to achieve texture and model quality equal to oculus workroom
I am working on a hospital room, which has all required equipments. There are a lot of jagged edges that are easily viewable. When i tried workroom in oculus, the texture quality and the model quality of the room is excellent. I would like to know that if ther is any specific settings w.r.t model or texture or material or project is needed to achieve this type of quality.702Views1like0CommentsJittering of Textures
I am trying to build a VR application using the native oculus sdk provided by meta in Vulkan. I am facing an issue with textures in the application. The Textures are flickering(more like jittering) at the edges. The jittering is more prominent inside the VR. Any idea what might be the reason behind it? Furthermore I have already implemented mimapping for the textures and multisampling is also implemented. If any more details are required please let me know. Here is the link to the refenrence video. Flickering can be observed in the flower pot in the video.1.4KViews0likes1CommentHand tracking wrist fade texture
Looking around online, I didn't see anyone having made an alpha texture available to use for the wrists to fade out. So, here's one at 256x256: It's a mesh gradient from illustrator. This is what it looks like multiplied to the alpha of a fresnel:990Views1like1CommentUE4 texture streaming always causes a hitch on Quest 1 + 2?
Using UE 4.25 Oculus branch. When I move closer to a mesh and it streams in a higher res texture there's always a very noticeable hitch. This also happens when a new actor is spawned and when I load a new level it'll stutter for 5 seconds while textures are streaming. The only way I can stop it is by disabling texture streaming but this isn't really an option. Anyone else seen this before?3KViews0likes1CommentTwo sided texture basecolor
Using the oculus fork of UE4.26, two sided textures ignore the basecolor node when using the forward shader. This does not happen in unreal 4.26, only in the oculus fork. Has anyone experienced something like that, and what is the best way to combat it?1KViews0likes1CommentMip Map Bias workaround for Android (Unity)
Hello, According to this Oculus blogg guide, setting the texture.MipMapBias to -0.7 is a recommended setting to keep the texture relatively sharp. Google this: ( I can't post links ) common-rendering-mistakes-how-to-find them-and-how-to-fix-them But as far as I can make out of the unity documentation, Android builds for such as Oculus GO and Quest, does not support this feature. I am looking for a work around for Android in Unity. Does anyone have any ideas?3.9KViews0likes1Comment- 407Views0likes0Comments
Stereo Layer displays missing texture in 4.23
Hey there, I am trying to implement stereo layers into my project and even though the layer itself is displayed, it only shows the generic texture ue4 displays if none is selected :( I encountered this on Oculus Go and Oculus Quest, doesnt matter if the texture is simply a picture or a media texture :/ I am Using UE4 4.23. I just created a test project with 4.22, there this problem doesn´t exist.658Views0likes1Comment