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Gear VR Rendering Issue with Unity 4.6.X

Discussion in 'AR/VR (XR) Discussion' started by phil_lira, Feb 5, 2015.

  1. phil_lira

    phil_lira

    Unity Technologies

    Joined:
    Dec 17, 2014
    Posts:
    584
    The issue is being experienced on a Note 4 with a stock firmware, mobile SDK 0.4.2 and Unity 4.6.2
    The problem cannot be reproduced on Unity 4.6beta18 or older.

    I get a tearing black effect on both eyes. It cover abouth half texture space. This is not the black spaces that appears on the corners due to Timewarp. It seems like a vsync tearing problem. Sorry, I cannot post an image about the effect due to NDA.

    Doing an app switch fixes it. So I thought at first i was something due to the pause/resume flow. I double checked everything, the camera textures are being created prior to OVRPluginEvent.Issue( RenderEventType.Resume );,
    OVRPluginEvent.IssueWithData( eventType, texId ); is being called for both Left and Right eye. Tried disabling multithread renderging.

    I even put a GPU profiler and captured a trace for both Unity versions, the only apparent difference is that Beta18 binds the GL_ARRAY_BUFFER and GL_ELEMENTS_ARRAY_BUFFER to different buffers while the Unity 4.6.X binds to to the same. I can send the trace if that helps. I can send logcat files too.

    I'm completely in the dark here. Any Ideas?
     
  2. TheSeanLavery

    TheSeanLavery

    Joined:
    Jul 20, 2013
    Posts:
    2
    Did you ever figure this out?