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Anyone made work "Unity 2021.2 + HDRP + VR" ?

Discussion in '2021.2 Beta' started by denevraut, Jul 6, 2021.

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Anyone made work "Unity 2021.2 + HDRP + VR" ?

  1. yes

    8 vote(s)
    53.3%
  2. no

    7 vote(s)
    46.7%
  1. denevraut

    denevraut

    Joined:
    Jan 23, 2017
    Posts:
    7
    Hi,
    -For testing DLSS and Ray tracing in VR, I've been trying to setup a test scene (the simplified default HDRP scene) with my Valve Index.
    -But even if i tried with OpenXR and Steam OpenVR i can't get the VR game to launch.
    -In fact nothing append, without any error.

    I ear DLSS was now supported with VR but how exactly ?
    So, i want to know if it's even possible.

    I know Steam VR work with 2021.2 SRP **

    Thanks !
     
  2. olavrv

    olavrv

    Joined:
    May 26, 2015
    Posts:
    515
    We are using OpenXR, and DLSS works out of the box. We experience about 1.5x performance boost with DLSS performance mode in VR (4k / HP Reverb G2), and the antialiasing with DLSS is amazing!
     
    Roggi_, fuzzy3d and denevraut like this.
  3. denevraut

    denevraut

    Joined:
    Jan 23, 2017
    Posts:
    7
    Thanks, it seam OpenXR work with the Valve Index,
    It seam a bug was freezing my Unity when i start Steam VR first...
    So now i let Unity start Steam VR automatically.
     
  4. fuzzy3d

    fuzzy3d

    Joined:
    Jun 17, 2009
    Posts:
    228
    Thank you! This is very valuable information!
     
  5. jeanpaul84

    jeanpaul84

    Joined:
    Jan 23, 2017
    Posts:
    4
    Have you ran into anti aliasing issues when single pass instanced is enabled? We can't use DLSS at the moment with single pass due to the jagged artifacts it produces, see

    https://issuetracker.unity3d.com/is...ts-with-single-pass-and-multi-pass-instancing
     
  6. olavrv

    olavrv

    Joined:
    May 26, 2015
    Posts:
    515
    jeanpaul84 likes this.
  7. jeanpaul84

    jeanpaul84

    Joined:
    Jan 23, 2017
    Posts:
    4
    I've figured it out, its because we didn't have "Camera Jitter" enabled in the XR settings. When it is disabled, the jitter x/y that DLSS needs is zeroed out, causing the jaggy edges.

    upload_2021-10-8_9-42-10.png
     
    olavrv and fuzzy3d like this.
  8. olavrv

    olavrv

    Joined:
    May 26, 2015
    Posts:
    515
    Didnt know that, but had it enabled - so probably why it worked out of the box :D
     
    jeanpaul84 likes this.