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VR Unity 5.1.0F1 VR issues

Discussion in '5.1 Beta' started by MS80, May 18, 2015.

  1. MS80

    MS80

    Joined:
    Mar 7, 2014
    Posts:
    346
    I have tested the latest Unity 5.1.0F1 (RC1) VR support for a short time and noticed some issues:

    - VR stutter / asynch in "extended mode": VR performs better on "extended mode", but it seems there is no vsynch even if I enable it => faster head rotation and movement looks not smooth even at high framerates

    - VR "direct mode" seems to force vsynch (max. 75 fps), if it runs at 75fps it looks smooth, but a build from one and the same scene (which runs @120fps on extended) often performs poorly @ 37,5
    (http://forum.unity3d.com/threads/poor-performance-in-direct-mode-vs-extended-mode.326616/)

    - Flicker in forward: this is disturbing, left or right eye rendered objects disappear / flicker, camera background color gets visible for very short period. 1. only in forward 2. only after working some time on a project

    - VRSettings.renderScale does not work correctly in deferred => broken view
     
  2. MS80

    MS80

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    - UI flicker: using a second camera for UI (for UI elements only, which should act as overlay inside the rift, 0.6m distance to camera) causes UI elements to flicker; independant from clipping values, tried different combinations
     
    Last edited: May 25, 2015
    amarchal likes this.
  3. MS80

    MS80

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    Are there any news regarding future VR fixes / updates ??
    I also would like to know if 5.1 will use oculus 0.6 ?
     
  4. MS80

    MS80

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    - VRSettings.renderScale does not work correctly in combination with post effects => broken view
    (tonemapping, vignette, antialiasing etc. => in both: forward and deferred)
     
  5. jashan

    jashan

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    Mar 9, 2007
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    Did you also file bug-reports with repro-projects for all of these? That's usually the most efficient way to make sure they fix those issues. Otherwise, these things can be easily overlooked. Besides, when you have case numbers it's much easier for you to check whether any particular bug already has been fixed.
     
  6. MS80

    MS80

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    No, not yet! I have lot of work to do right now and had not the time to report and build a repo project for every single issue. I think most of the bugs I listed are obvious and do not need a repo project (renderScale, UI flicker, direct and extended mode). I think the most efficient way is to do both: bug report + forum post; as it seems bug reports can be overlooked, too!
     
    Last edited: May 25, 2015
  7. MS80

    MS80

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    - Shadow jiggle at high values: using a small near clipping plane (0.01-0.1) with objects placed at high values ( f.e over 2000m = Unity units) causes shadows to jiggle. Higher values (8000m) and smaller near clipping values will increase this effect even more!
     
  8. Alex-Lian

    Alex-Lian

    Guest

    During beta for beta features, this is a good working mechanism for us (bug report + beta forum post). However, please make sure to give a bug report, as it's part of our development tracking. Otherwise, it can be overlooked in the other way as well.
     
  9. vvander

    vvander

    Joined:
    Jan 18, 2011
    Posts:
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    Anyone else having serious performance problems with VR enabled? I'm seeing 500+ fps in a pretty basic scene without VR, but I'm only getting 10 fps with VR enabled - both in the editor and a build. Profiler is pegging the issue as "OculusWaitForGPU" and it's showing up under the CPU instead of the GPU. The only way this makes sense is if VR mode somehow is swapping all the rendering to the CPU instead.

    EDIT: I just submitted a bug report for this. Should I make a new thread here @Alex Lian?
     
    Last edited: May 26, 2015
  10. Alex-Lian

    Alex-Lian

    Guest

    New thread preferred.
     
  11. vvander

    vvander

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    Jan 18, 2011
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    Ok will do, thanks.
     
  12. EdBlais

    EdBlais

    Unity Technologies

    Joined:
    Nov 18, 2013
    Posts:
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    @MS80 Have you filed bug reports for the above issues? Are the titles of the bug reports the same or do you have the bug report numbers?