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Rendering Problems(Artifacts, Flickering) with the Mirage Solo VR Headset

Discussion in 'Daydream' started by Adam-DevClever, May 22, 2019.

  1. Adam-DevClever

    Adam-DevClever

    Joined:
    May 22, 2019
    Posts:
    4
    Im getting some strange flickering artifacts when testing on device (Mirage solo), this problem occurs on Unity 2018.3.2 and Unity 2019.1.2. Its not happening on other devices such as the OculusGo, Google Pixel, Samsung s7,s9. It seems to be only occuring on devices that use Qualcomm Adreno 540 GPU. Has anyone else encountered anything like this if so, did you fix it and how? The Environment is using a custom shader, the robot character is simply using a unity standard shader and there is a hologram at the side(right) which is using a custom shader.

    Hardware: Snapdragon 835 SoC Qualcomm Adreno 540 GPU

    Video: https://streamable.com/

    Screenshots:

    Bad:

    This is what the problem looks like:
    https://i.stack.imgur.com/GfsVQ.png

    Good:
    This is what is should look like...every frame!
    https://i.stack.imgur.com/3lxtN.png
     
  2. Adam-DevClever

    Adam-DevClever

    Joined:
    May 22, 2019
    Posts:
    4
    Fixed with these settings
     

    Attached Files:

    AlejandroBoss10 likes this.
  3. AlejandroBoss10

    AlejandroBoss10

    Joined:
    Sep 1, 2017
    Posts:
    4
    This totally helped me out with my problem with the Mirage Solo VR Daydream. I'll post a link to videos that I took of my problem before I tried out this solution. Something I did notice was that by doing your method, I get some lag in the scene that was causing problems. I'm pretty sure that this was caused because the character model has too many polygons which made it difficult for the Mirage to actually render it properly. Thank you so much.

    Edit: The weird stutter thing (not the black glitch thing) is due to the video not recording properly.

    - https://drive.google.com/drive/folders/1kjE_2YBOmkz9pjMRC5RxhdSaZFCMT1ki?usp=sharing
     
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