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When you set the render target, you need to specify that all slices should be bound by using this call for example :...
Can you give more details about what you mean with "suboptimal graphics" ? Are you experiencing performance issues ? or is the visual quality...
You're welcome :)
It can be tricky.
I'll look into making this information more broadly available !
Ok, I think this setting will end up returning a resolution of 1648x1776 per eye (you can confirm by querying the display resolution from Unity or...
Ok what I mean to ask is :
without VR, what resolution are you using?
with VR, what resolution are you using ?
For Oculus, can you check your...
Can you give more details about the resolution used in both cases ?
What really matters is the total amount of pixels rendered but VR...
Can you be more specific ? Which version did you try ?
Unity has VR support for HDRP since 2019.4 and no major issues are currently logged....
Thanks for the report, I was able to confirm and fix the issue.
It's going to take some time until the fix is published in the next HDRP...
You can find TextureXR inside the namespace UnityEngine.Rendering :...
Is this with multipass or single-pass instancing ?
We'd still need a ticket + repro project to make sure this issue is prioritized properly.
Can you clarify the issue ?
Or even better, log a ticket with repro steps ?
Hi, can you provide more information about your setup and Oculus plugin version by logging the issues into our system so we can track them and fix...
This is fixed with Unity 2020.2 + SRP 10.x
We're in the process of fixing this for 2019.4 as well.
Indeed, specs are pretty similar and I'd expect closer framerates.
A few pointers to help diagnose:
try to gather perf data from the same...
Thanks for the detailed report!
That would be ideal, thanks !
Alright, I'll look into it.
In the meantime, do you mind logging a ticket about this issue ?
Due to technical constraints, we can't add XRDisplaySubsystem.scaleOfAllRenderTargets to 2019.4
I would propose to use the dynamic...
Ah in that case the CG shader is the issue. With HDRP, you're expected to use HLSL instead.
Also, the following lines should be removed :...