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How to change stereo rendering method for XR Windows Mixed Reality (Hololens)?

Discussion in 'AR/VR (XR) Discussion' started by nous, Mar 26, 2020.

  1. nous

    nous

    Joined:
    Mar 23, 2014
    Posts:
    3
    Hello,

    Where can I change the stereo rendering method for Hololens in 2020? I see it in the XR Oculus plugin, but not for Windows Mixed Reality.

    Per this documentation, I used to go to Player settings > Other Settings panel and find it after enabling Virtual Reality Supported property.

    This documentation is out of date:
    https://docs.unity3d.com/2020.1/Documentation/Manual/SinglePassStereoRenderingHoloLens.html

    This is a reported issue: https://issuetracker.unity3d.com/is...s-unavailable-for-wmr-in-xr-plugin-management

    m_StereoRenderingPath in Project Settings is 2, but isn't being picked up by
    UnityEngine.XR.XRSettings.stereoRenderingMode which is 0 (multi-pass).

    Thanks
     
    Last edited: Mar 26, 2020
  2. joejo

    joejo

    Unity Technologies

    Joined:
    May 26, 2016
    Posts:
    958
    WMR only supports one stereo rendering method and that is Single Pass Instancing. Any other stereo method used for WMR was at the cost of performance requiring an extra blit to make it work. In talking with Microsoft we came to the decision that WMR would only support native SPI to get the most performance out of the platform and so XR SDK does not support any other stereo rendering method when using the Built-In renderer (or current URP which is based on the Built-In renderer).

    HDRP (and future pure URP) should support any stereo rendering method you want since they will always do the blit regardless of what the target hardware supports.
     
    JakeTM9 and nous like this.
  3. nous

    nous

    Joined:
    Mar 23, 2014
    Posts:
    3
    Thanks for the quick response