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URP with VR on Android with either Artefacts or non stereoscopic view catch 22 situation

Discussion in 'Universal Render Pipeline' started by zxcvb7653, Oct 29, 2019.

  1. zxcvb7653

    zxcvb7653

    Joined:
    Nov 11, 2017
    Posts:
    24
    Using:
    Google VR package
    VFX Graph
    Unity 2019.3

    --------------------------------


    So if you look at the images below.
    There are a lot of artefacts when building to android using both Vulkan and OpenGLES3 if I use Single-pass rendering mode for VR.

    I have tried Building only Vulkan or only OpenGLES3 they both result in artefact with Single-pass.

    upload_2019-10-29_0-37-21.png

    Vulkan with Single-Pass


    Multi-pass with OpenGLES3. (OpenGLES3 doesn't seem to work with VFX graph on android, I have tried a build without VR and it will still cause Artefacts)


    The correct scene view: The fix for the artefacts is to use Multi-pass with Vulkan, but then it would no longer be stereoscopic VR


    But if I using single-pass it wouldn't let me use Vulkan Graphics API for VR.

    upload_2019-10-29_0-44-5.png


    So I am in a catch 22 situation. Please, can any provide a suitable solution that will allow me to render in stereoscopic view and in Vulkan?
     
    sisermann likes this.
  2. ROBYER1

    ROBYER1

    Joined:
    Oct 9, 2015
    Posts:
    1,446
    Vulkan isn't actually ready for Android VR - see this article, there will be an announcement when it is actually ready and working
    https://uploadvr.com/vulkan-oculus-quest-ue4/
     
    phil_lira likes this.
  3. zxcvb7653

    zxcvb7653

    Joined:
    Nov 11, 2017
    Posts:
    24
    Ok thnakj you!
    Thank you so much for reassuring me :)