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Bug [OpenXR] Visual Artifacts with Multi-Pass and Post Processing

Discussion in 'VR' started by unitydreamer29, Sep 8, 2021.

  1. unitydreamer29

    unitydreamer29

    Joined:
    Dec 27, 2020
    Posts:
    47
    Hello All!

    I'm using OpenXR 1.2.3 with Multi-pass rendering, in addition to PostProcessing 3.1.1 and I'm seeing a bad visual artifacts with effects from the PostProcessing package. (Post Exposure adjustments are being used)

    1. I have a ticket and build into QA, in which they were able to replicate the issue:

    https://issuetracker.unity3d.com/is...sing-postexposure-effect-has-visual-artifacts

    The issue only occurs within the VR headset and not on the PC display, and it looks like this (this is a mockup). It looks like a white square around where I point my in game light and it seems to be slightly different in each eye, making it difficult for the user to focus their eyes.

    Artifact.png

    2. I'm also encountering this issue which prevents me from allowing FXAA or TAA as a user option:
    https://issuetracker.unity3d.com/is...iasing-is-used-with-multi-pass-rendering-mode . This isn't as critical, I've disabled TAA for now but it would be great to implement it back in.

    3. This issue only occurs with Oculus CV1 (not Rift S). QA was unable to replicate, but I'm not sure if they used a CV1 to try. There is a large visual artifact on the CV1 screen, as well as the PC screen:

    CV1.png

    Hey @the_real_apoxol , I'm not sure if you or the graphics team got a chance to look at these issues yet? Is there any possibility to escalate issue #1? My game is shipping shortly.

    Also, wondering if anyone else has experienced these issues and might have a fix?

    Thank you!
     
    Last edited: Sep 8, 2021
  2. the_real_apoxol

    the_real_apoxol

    Unity Technologies

    Joined:
    Dec 18, 2020
    Posts:
    467
    There is some progress on this, it looks like this may be an issue with the oculus runtime and we are working with them now to get it resolved. If you are able to reproduce it on any other headsets with OpenXR please let us know.
     
    DevDunk likes this.
  3. fendercodes

    fendercodes

    Joined:
    Feb 4, 2019
    Posts:
    192
    Hi - what's the status on this? Specifically, the issue that was referenced above:
    https://issuetracker.unity3d.com/is...iasing-is-used-with-multi-pass-rendering-mode

    TAA doesn't work on the right-eye with OpenXR in multipass. This is a critical issue for our game.
     
    lazylukey likes this.