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. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice
  3. Join us on November 16th, 2023, between 1 pm and 9 pm CET for Ask the Experts Online on Discord and on Unity Discussions.
    Dismiss Notice

Strange Motion Blur with Unity + Oculus / OVR

Discussion in 'AR/VR (XR) Discussion' started by U-Type, Nov 11, 2015.

  1. U-Type

    U-Type

    Joined:
    Jul 22, 2015
    Posts:
    2
    Hey guys, I'm really stuck on this one. My team and I are developing a VR music sequencer (Lyra VR)


    We are using Oculus DK2 + Unity 5 (5.2.2f1 plus several previous versions) and we are noticing unintentional motion blur on our screen. To make trailers we rendered to both the DK2 and the computer monitor.
    But upon closer inspection we have a lot of ghost frames in our video footage (and even screenshots).

    Some notes:
    - We don't have motion blur effects applied to our cameras (and I'd expect modern motion blur effects to apply a blur rather than just keeping old frames)
    - It seems to only appear in Unity + Oculus DK2 (at the moment we haven't tested to see if it happens on OSVR) (also, not sure if the same ghost frames show in the DK2's display panel itself)
    - Without DK2, I can run the same demo, move around the camera in the scene and the rendered output will have NO blur
    - We ran unreal engine VR + oculus DK2 and there is NO blur
    - We ran another random other unity game + VR with oculus DK2, and screenshots come back with the same blur (uncomfirmed, my teammate is yet to get back on me)
    - So far we've confirmed it's nothing to do with the monitor (duh), nothing to do with the recorder (we tried fraps, action and shadowplay).
    - Again, direct screenshots of the rendered output for the monitor also catches the blur, not just videos.



    I'll provide a screenshot and video below:

    Captured frame from an internal video recording (shadowplay) OF the output rendered for the computer monitor WHILE DK2 is running.
    motblur.jpg

    Captured frame from an internal video recording (shadowplay) OF the output rendered for the computer monitor WHILE DK2 is running.
    mpc-hc 2015-11-10 23-56-27-01.png

    Captured frame of the output rendered for the computer monitor without DK2 attached.
    Unity 2015-11-10 23-44-13-87.png


    Video of the motion blur visible on the output rendered for the computer monitor, while DK2 is running
     
  2. vicator

    vicator

    Joined:
    Oct 12, 2014
    Posts:
    30
    Same motion blue on my side as well.
     
  3. U-Type

    U-Type

    Joined:
    Jul 22, 2015
    Posts:
    2
    I've investigated more and after a long time I've found it was something to do with Unity's standard bloom effect. I realized one of our past recordings had no motion blur and realized that that teammate forgot to apply bloom on the cameras for his scene. Still going to do some testing, but it seemed like Bloom(Optimized) caused motion blurs while the normal Bloom effect didn't. However I still have to confirm it.