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Incorrect render of Graphics.Blit / CommandBuffer.Blit in VR

Discussion in 'AR/VR (XR) Discussion' started by Poupi, Dec 19, 2018.

  1. Poupi

    Poupi

    Joined:
    Jan 11, 2012
    Posts:
    108
    Hey,

    I'm facing a strange issue when using Graphics.Blit / CommandBuffer.Blit in VR (Oculus). Under Unity 2017.4.10, everything looks fine. I have a camera that renders a layer offscreen on a RenderTexture with a lower resolution and then blit it on the scree. With Unity 2017.4.14 or above (2018.x), both eyes are offseted and the stereoscopic effect is messed. It's like the matrix used when rendering to a render texture have changed between these Unity versions.
    When using a Vive headset with the OpenVR SDK, the issue is present even on Unity 2017.4.10.
    Does anyone knows why this is happening or is it just an unwanted regression ?

    eyes.jpg

    The red sphere is rendered offscreen. The top image is the left eye using 2017.4.10, both spheres are perfectly aligned. The bottom image are both eyes using 2017.4.14. We can clearly see that the red sphere is not aligned anymore with the grey one.

    Bugtracker link : https://fogbugz.unity3d.com/default.asp?1111148_rc1f1qjjrojoj8r9
    Reproduction project attached to this thread.

    Thanks !
     

    Attached Files:

  2. Shane_Michael

    Shane_Michael

    Joined:
    Jul 8, 2013
    Posts:
    100
  3. Poupi

    Poupi

    Joined:
    Jan 11, 2012
    Posts:
    108
    Damn no, I was looking at assymetric FOV when working on Oculus Quest but I totally missed the implementation on Oculus Rift ! Thanks a lot, this will probably solve my issues :)
     
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