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VR COMPATIBLE MEANS both Single Pass and Multipass Mode.

Discussion in 'AR/VR (XR) Discussion' started by SoloChristian, Nov 14, 2017.

  1. SoloChristian

    SoloChristian

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    So today I have been going through at least $1,500 in Assets (All VR Compatible). 98% of them do NOT work in Single Pass Mode. This of course causes issues when you must use a Single Pass VR tool, Because you are cut off from a huge portion of your toolset.

    It should be a requirement that both modes are supported in order to be in the Asset Store. But I would settle for 98% of my Money back ;)
     
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  2. mgrugl

    mgrugl

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    It's not just single-pass. VR support of many assets is not satisfactory, e.g. with many of the water assets. I am not sure if Unity can apply a policy demanding all assets are single pass VR capable. But what they could do is demand from developers to state in the asset description whether there is VR capability, and if so, whether single pass is supported. That would help already.
    Surely that would hamper sales. Many of us have bought assets which have proven useless, and getting the money back depends on the good will of the developers. But I hope this will be addressed, even though Unity also gets a cut from each sale, no matter how useful an asset turns out to be for one of their users.
     
  3. Selzier

    Selzier

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    All assets certainly should NOT support single pass, there's just some stuff you can't do in a single pass. Does that mean the asset is useless? Absolutely not. Would a better solution be to remove 98% or VR assets from Asset Store because they won't support both? No, maybe for $10 I can get a good example / script and even though its not perfect for my exact VR app, it's a lot better starting point than me starting from scratch.

    What's wrong, when you have a certain requirement, with contacting developer and asking them if it works in single pass. Almost all assets even have a forum page here.

    Now you'd have 98% of your money still in your pocket.

    And Unity puts developers contact info directly on front page of any asset. So instead of being ridiculous, "require all assets to be both single and multipass" just take the time to research the asset you want to buy, since there's only a 2% chance it will meet YOUR expectations / requirements.

    And VR Supported certainly does not mean single/multi compatible. Vr supported means the asset works with VR. The term you're looking foe is:
    Single pass and multipass supported.
     
  4. mgrugl

    mgrugl

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    True, one can read the description, comments, forum, and ask the developer before spending money. All I am asking for is that assets come with a short description whether VR is supported, and in what form. That would also help the devs, I guess at least, as they won't have to deal with potential customers as much.
     
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  5. Keatosis

    Keatosis

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    Honestly, even the default unity Vignette effect by unity is compatible with single pass rendering. Why would any vr developer need a vignette, it's not like motion sickness is a thing.
     
  6. ekergraphics

    ekergraphics

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    I'm curious, what is it you can't do in single pass?

    Also, next year, someone will post the exact same thing about foveated rendering, I'm guessing... ;)
     
  7. csofranz

    csofranz

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    It's not so much that you can't do everything in single pass that you can do in Multi, it's that you must take Special provisions in some shaders to correctly process single pass. Most prominently these are Image effects that process the entire Image must be altered to not erroneously Access the wrong part of the image: ambient occlusion, Anti-Aliasing or Screen-based snow effects. These shaders must be re-programmed, which takes time, and is not in everyone's skill set (let's say the artists uses a shader generation tool). If you recall the brouhaha around Livenda's CTAA, you may remeber that it was ecactly the fact that single-pass didn't work because they couldn't get acces to vector Information for one of the eyes. Eventually this got fixed. but it did require additional work. I'm not Aware of anything that would not work in single-pass that works in multi-pass, but even my own simplistic shaders required re-work for single-pass, so in many instances, it's a matter of ability and effort.

    I would agree that items that are labelled as VR-capable should include Information wrt single-pass stereo capability.
     
  8. csofranz

    csofranz

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    Oh, and I completely forgot:

    To this date, I have not seen a single water asset that correctly works with single-pass stereo. Not by Unity, not by anyone else, and I believe I own every single water system available on the asset store. I'm still looking for one, so if you know of a realistic water asset that works correctly with single-pass stereo, please PLEASE let me know.

    Cheers,
    -ch
     
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  9. SOIL

    SOIL

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    True! I am currently working on a VR project for a client and I am totally stuck with a nice plane-reflection-based water solution like aquas or anything, that works in single pass.

    Did you found something? I am really desperate with this issue.I was also looking for github projects, but without success.
     
  10. DHARMAKAYA

    DHARMAKAYA

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    BLOOM AND TAA (XTAA) which are BOTH basically ESSENTIAL!!! STILL searching for a solution AFTER ALMOST A YEAR.