Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Dismiss Notice

LWRP and Oculus Go

Discussion in 'VR' started by Deleted User, Aug 22, 2018.

  1. Deleted User

    Deleted User

    Guest

    Hey!
    Do you have any tips for me regarding the (really strong) aliasing when using the LWRP on the Oculus Go?
    When I use the very same project without the LWRP setting applied, I get much smoother edges. Everything just looks better. In both methods anti-aliasing is set to 4x.

    Or is LWRP simply not ready to use with the Oculus Go?

    Cheers
     
    Last edited by a moderator: Sep 4, 2018
    soleron and RegisVe like this.
  2. TechnicalArtist

    TechnicalArtist

    Joined:
    Jul 9, 2012
    Posts:
    736
  3. JoeStrout

    JoeStrout

    Joined:
    Jan 14, 2011
    Posts:
    9,842
    I'm not using LWRP, and I'm still having trouble with really strong aliasing. I shudder to think what you must be seeing!
     
    ROBYER1 likes this.
  4. ahmedsheeraz

    ahmedsheeraz

    Joined:
    May 21, 2018
    Posts:
    7
  5. soleron

    soleron

    Joined:
    Apr 21, 2013
    Posts:
    522
    Which AA option are you using?

    I had similar issues, disabled all Post Processing AA and enabled x8 AA in the Quality settings. Problem solved.
     
  6. Deleted User

    Deleted User

    Guest

    I just used 4x AA, because it was the recommendation from Oculus. Maybe I should just try 8xAA. Hopefully it'll not kill the performance
     
  7. JoeStrout

    JoeStrout

    Joined:
    Jan 14, 2011
    Posts:
    9,842
    Let us know how it goes. I've been struggling to avoid dropping frames even in a nearly-empty scene, even without any AA. But then I haven't tried LWRP yet — perhaps I should...
     
  8. Deleted User

    Deleted User

    Guest

    For me there is no noticable difference between 8xAA and 4xAA with the LWRP. Performance is worse with 8xAA of course. I used 2018.2.f5 and 2018.3b1.
     
  9. spacefrog

    spacefrog

    Joined:
    Jun 14, 2009
    Posts:
    731
    For UI parts i just recently experimented with OVROverlay and boy does it produce clean sharp, non-aliased UI rendering ( on GO and Gear ). So this is certainly the way for UI rendering on mobile VR ( plus comes with the integrated possiblity to render curved UI without any need for plugins or performance hit etc... ). Needs some care and adaption when using masks, transparencies and input raycasting ( essentially you have to render the complete canvas into a rendertexture which then gets displayed via OVROverlay ), but IMHO is worth the effort
    What i don't understand is why the rift produces so much better ( = non-.aliased ) Unity UI rendering out of the box, even with MSAA completely disabled and despite having a little lower resolution than the mobile HMDs.
    BTW: increasing VR renderscale does'nt help much with the UI rendering either in my experience
     
    Last edited: Sep 13, 2018
    DHein likes this.
  10. JoeStrout

    JoeStrout

    Joined:
    Jan 14, 2011
    Posts:
    9,842
    I haven't noticed the aliasing nearly as much on UI/text as on the environment; any high-contrast edges in the world crawl horribly as you turn your head. This despite, as you say, higher resolution than Rift. I've got a client asking me why that is; I wish I had a better answer for him. :(
     
    rob_ice likes this.
  11. Deleted User

    Deleted User

    Guest

    Any updates?
     
  12. MonkeyPuzzle

    MonkeyPuzzle

    Joined:
    Jan 17, 2016
    Posts:
    117
    I added the Oculus (Android) Package, rebuilt all my shaders to use LWRP, grabbed the graphics template from the LWRP VR template to use for the render pipeline settings - but the GO renders all black - plays fine in the viewport - anybody get this working? Or any help is appreciated!
     
  13. EJSainz

    EJSainz

    Joined:
    Mar 24, 2015
    Posts:
    29
    Getting the same result. Currently on 2018.3.4f1 with LWRP 4.10.0 . It won't even show the Unity3D splash - just black screen. Still haven't read the logs, I hope to find something interesting tomorrow.
     
    MadeFromPolygons likes this.
  14. MadeFromPolygons

    MadeFromPolygons

    Joined:
    Oct 5, 2013
    Posts:
    3,877
    Has anyone managed to get LWRP to work on the go yet?
     
  15. foq1978

    foq1978

    Joined:
    Aug 5, 2009
    Posts:
    41
    I am getting the black screen(s) too... quite frustrating, actually. Any news on that?
     
    MadeFromPolygons likes this.
  16. MadeFromPolygons

    MadeFromPolygons

    Joined:
    Oct 5, 2013
    Posts:
    3,877
    @Tim-C ?
     
  17. GrumpyMouse

    GrumpyMouse

    Joined:
    Jul 2, 2015
    Posts:
    5
    Has anyone managed to get LWRP working with the oculus go? All i get is the grey unity spash background box, the game is playing in the background but I cant see it.
     
    MadeFromPolygons likes this.
  18. Gigglebooster

    Gigglebooster

    Joined:
    Jan 24, 2019
    Posts:
    27
    I use Oculus rift and have gotten black screen issues on lwrp if it's set to gamma color mode. If I switch to linear it will fix the issue, might be worth trying
     
  19. MadeFromPolygons

    MadeFromPolygons

    Joined:
    Oct 5, 2013
    Posts:
    3,877
    I really dont like that noone has responded to this issue in a while yet there is talk about LWRP being out of preview....

    Also linear space does not fix the issue.
     
  20. Schneider21

    Schneider21

    Joined:
    Feb 6, 2014
    Posts:
    3,510
    @GameDevCouple_I Do you have a bug report in for this? If not, I can try submitting one here today. Might get more attention than a forum thread.
     
  21. MadeFromPolygons

    MadeFromPolygons

    Joined:
    Oct 5, 2013
    Posts:
    3,877
    I dont currently, and cant submit until about 5 hours time as I am at work, but if you are unable to then I will once home.

    Thankyou!
     
  22. christianaval

    christianaval

    Joined:
    Dec 4, 2018
    Posts:
    1
    I had the same problem. I changed the max size of textures to 1024 and the problem has solved.
    Im not sure if that helps you but for me it works.
     
    foq1978 likes this.
  23. BovineOx

    BovineOx

    Joined:
    Feb 23, 2019
    Posts:
    15
    I was having black screen, no splash screen issues until I manually picked OpenGL ES 3 and removed Vulkan. Haven't tried the max textures solution above, but generally finding performance to be a bit poor.
     
  24. BovineOx

    BovineOx

    Joined:
    Feb 23, 2019
    Posts:
    15
    Was there some global setting for this, or did you just chop the textures down? Still using Vulkan?
     
  25. BovineOx

    BovineOx

    Joined:
    Feb 23, 2019
    Posts:
    15
    FYI performance maybe not so bad, 30K+ polys rendered with 5 or 6 point lights. I am hopeful that LOD groups will work with static batching and this could then prove quite interesting. FPS is typically 60, but as low as 44.

    I will probably try removing LWRP and see how the default renderer fairs as well.

    Clearly Vulkan support is broken, which is a shame as I understand it to be worth a good performance % increase.
     
  26. EJSainz

    EJSainz

    Joined:
    Mar 24, 2015
    Posts:
    29
    Hello, I finally managed to make LWRP work for Oculus Go. The last tricky bit was to go to Player Settings > XR Settings > Stereo Rendering Mode > Select Single Pass .

    I noticed this problem by reading the error messages from the log. I do this connecting from a console using this instructions: https://answers.unity.com/questions/492681/how-to-use-adb-logcat.html .

    I know it is also possible to receive logs through the Unity3D console - I'm just used to this other way. I hope I'll have some spare time to look into this possibility not far in the future.
     
  27. foq1978

    foq1978

    Joined:
    Aug 5, 2009
    Posts:
    41
    Just select all textures you want from the Project view and, from the Inspector, change Max texture size to 1024.
     
  28. foq1978

    foq1978

    Joined:
    Aug 5, 2009
    Posts:
    41
    It worked for me. Thank you!
     
  29. Schneider21

    Schneider21

    Joined:
    Feb 6, 2014
    Posts:
    3,510
    Is LWRP for the Go worth the effort? Anyone do any comparisons between Standard and LWRP to see how they compare?
     
  30. MadeFromPolygons

    MadeFromPolygons

    Joined:
    Oct 5, 2013
    Posts:
    3,877
    Well if you want to use shadergraph, VFX graph etc then it is. Also it provides better performance in some cases
     
    ROBYER1 and Schneider21 like this.
  31. AlessandroElifani

    AlessandroElifani

    Joined:
    Jan 1, 2017
    Posts:
    4
    In my case LWRP with OculusGo = Can't use any PP as i can't see them applied in build even if in the game scene they are fine.
    Does anyone have any solution for this?
     
    ROBYER1 likes this.
  32. ROBYER1

    ROBYER1

    Joined:
    Oct 9, 2015
    Posts:
    1,444
    Thinking myself I can start a project in normal 3D rendering pipeline then when LWRP VR is in a final release I will update all materials to it and switch over to it. Will have to wait and see.
     
  33. jaimelugo

    jaimelugo

    Joined:
    Nov 8, 2019
    Posts:
    27