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Question Oculus Quest 2 Screen flickering issue with URP

Discussion in 'VR' started by juilinshih, Mar 26, 2022.

  1. juilinshih

    juilinshih

    Joined:
    Feb 28, 2020
    Posts:
    1
    Hello everyone,

    I tried to build an Oculus Quest 2 APP with URP render pipeline, but after i export an *.apk file into my goggle,
    there are some terrible flickering issue in my screen , especially in the edges of the model reflect light.
    here is my setting below:

    1. URP Asset>Quality>MSAA=4x, Render scale=1.5.
    2.Project setting>Quality>using URP Asset.
    3.Camera setting>Anti-aliasing>FXAA.

    did anyone meet this problem before? Hope someone can save my life, thanks a lot!
     
  2. DevDunk

    DevDunk

    Joined:
    Feb 13, 2020
    Posts:
    4,549
    Put render scale at 1 and don't use fxaa

    Maybe check the quest setup guide
     
    MarkSharpe and BillShih-Getac like this.
  3. MarkSharpe

    MarkSharpe

    Joined:
    Feb 3, 2021
    Posts:
    27
    Check for gaps between objects and if you're using imported assets check overlapping prefabs for LOD levels.
     
    nihar14 and DevDunk like this.
  4. mmcconnell4

    mmcconnell4

    Joined:
    Nov 12, 2021
    Posts:
    16
    Did you get this figured out? Having the same issue.
     
  5. TommyTheITGuy

    TommyTheITGuy

    Joined:
    Jun 11, 2015
    Posts:
    50
    Get used to it, the Quest 2 display is pretty bad. The flickering is especially visible on tree leaves.
     
  6. daviddf1

    daviddf1

    Joined:
    Jan 19, 2018
    Posts:
    4
    my issue was I moved the "wall" and introduced space between floor and wall and light from the directional light asset was creeping into that space. Fix was to simply move the wall back down and close the gap.
     
    DevDunk likes this.
  7. UNCOMMON_Unity

    UNCOMMON_Unity

    Joined:
    Apr 9, 2020
    Posts:
    3
    Can you give more details on this? Like I can't see to find anyplace the talks about "Best Practices" for models. Like in Unity whats the pros and cons of a plan vs a quad? What kind of gaps do you mean? Like how big or small a gap? Should all the individual models be joined? What about things that are touching but need to be individual elements for animation or texturing etc? I'm having a lot of flickering like this and trying to track down the main issues. I think some are double sided textures as well that may be an issue and walls with planes that have no thickness??? Thanks