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Up and Coming
May 1, 2013

Anti aliasing causes right eye to turn white

For some reason any time I turn any level of anti aliasing on for a build I'm getting a white feed in the right eye. I'm having no issues in editor though.

I'm running:
Mac
Unity 4.1.2
SDK 0.2.1

Only thing I've found similar on the forums seems to be fixed by changing the size of the window but this is happening on full screen builds. I'm also running Zigfu for body tracking in this project but I seriously doubt that would be causing this.
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    12 replies

    MikeFesta
    Up and Coming
    May 1, 2013
    I've seen that happen running the hydra tuscany demo on Fantastic quality setting (windows). Changing the setting down to fast fixed the problem. I wouldn't be surprised if AA was the root cause. A temporary workaround is to run the game fullscreen at a higher than native resolution, (such as 1920x1200), which will get scaled down by the rift and produces an AA-like effect.
    Up and Coming
    August 15, 2013
    I confirmed this to be the case too. Only happens on a couple of my scenes in unity, but it happens every time.
    Up and Coming
    August 15, 2013
    Happens for me when I'm running 1920x1080 in windowed mode with AA.
    If I switch AA off, or reduce the resolution, or switch to fullscreen mode - the problem goes away.
    Inspiring
    August 15, 2013
    Yeah, we've seen this issue.

    Disabling AA is the work-around for now, but hopefully this can be fixed in an upcoming release.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
    New Participant
    January 19, 2014
    Thanks, I was having the same issue.
    New Participant
    February 26, 2014
    Does anyone know if this has yet been addressed? It appears like it *may* have been addressed in Oculus SDK 0.2.3 but I am still seeing the problem.
    http://riftmod.com/oculus-rift-sdk-version-0-2-3-released/
    "Fixed a rare issue in Unity integration that caused right camera screen to turn white."

    I am running the latest (Oculus SDK v0.2.5c Unity 4 Pro Integration package from https://developer.oculus.com/?action=dl) and I'm seeing the white right camera any time I try to use a resolution other than 1280x800. I'd like to switch down to something like 800x600 to up my FPS which hovers around 30 in a very simple demo. I'm on a mac btw.
    Inspiring
    February 26, 2014
    You should always be using 1280x800 (or other resolution of the same aspect ratio). 800x600 will be the wrong aspect ratio and when rolling your head the image will warp causing sickness.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
    New Participant
    March 4, 2014
    Bumping, since I just had this bug rear its head using 0.2.5c.

    On a Mac with AA enabled the right screen renders white with light blue on the darker portions. The only fix I could find was to disable AA entirely.
    Inspiring
    March 4, 2014
    OK, I have created a bug report for this.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
    Up and Coming
    April 15, 2014
    Hi there,

    I've also been struggling with this issue and I've found out that antialiasing only causes the right eye to turn white when a light with realtime shadows is present.

    So, when you use realtime shadows AND antialiasing, the bug occurs.
    When you you antialias without realtime shadows, everything works fine.
    Also, when using realtime shadows and no antialias, it also works.

    Tested on a Macbook Pro with Retina Display, Intel HD Graphics 4000 512 MB, 2,3 GHz Intel Core i7, running OSX 10.8.4.

    Would be great if this could be solved with the next update of the SDK.

    Best,
    Thomas
    www.vrcoaster.com - www.facebook.com/vrcoaster www.gamesmold.com - www.facebook.com/gamesmold