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this is the exact same behavior I see in VR , with Time.captureFramerate being the only fix
thanks! is there any info about this yet?
@Tautvydas-Zilys Is this fix out for desktop VR yet?
Greetings! Right now i was curious about standard forward vr . Thanks for the reply! :D
Does sky master ultimate support forward rendering for VR ?
Greetings Edy! i was just wondering if there was any issues with running at 80hz or higher ? 0.0125 timestep, you mention "supports any physics...
This is great! Can't wait to try it in VR
Greetings... any luck with this? we are seeing the exact same thing on PS4
Greetings, with these settings im getting around 45 fps in a very simple scene, around 60 when looking straight up. 72 with beautify disabled...
Thanks I'll try that! I had a very small simple scene
as a sanity test, i went back to the version you posted for the oculus quest article, and its the same effect! as soon as downsample is touched...
Greetings! whenever i press play, my downscale settings return to 1. setting them higher after play mode doesnt seem to help, and manually...
this is MSAA, i cant seem to use it with HBAO and VR
Greetings, using this in VR i get the error A multisampled texture being bound to a non-multisampled sampler. Disabling in order to avoid...
Does this fix apply to FixedDeltaTime for physics steps also?
sounds like it would be great as a way to capture this for VR without much overhead! (and oh boy does this timing issue crop up in vr)
thanks for the graph! do you have a up to date version of this script you could share ? cant wait to see what it looks like with the soon to be...
what is the current dx11 fix listed as? i cannot find it in the release notes.
hurray! its really noticeable, thanks for taking this seriously!
Is this fix in for VR as well? im so shocked to wake up this morning and see this . great news. im seeing in index, (steamvr) and latest oculus...