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Resolved VR with Ray Tracing?

Discussion in 'VR' started by teamamplify, Nov 16, 2020.

  1. teamamplify

    teamamplify

    Joined:
    Nov 24, 2016
    Posts:
    12
    Hi,

    I want to experiment with Ray Tracing in VR. But i can't find a setup that runs with both and I am confused.

    In the HDRP changelog is the first entry:
    - Ray tracing support for VR single-pass

    In the Ray tracing section is written that DirectX 12 is needed for RayTracing:
    "You need to change the default graphics API of your HDRP project from DirectX 11 to DirectX 12."

    In the VR section is written that only DirectX 11 is supported.

    I can confirm that VR is not possible when changing DX11 to DX12 with no other changes.

    So my question: How can it be supported when the Graphics API are different?
     
    mohantobipul likes this.
  2. DeadNinja

    DeadNinja

    Joined:
    Jun 3, 2013
    Posts:
    39
    I ask exact same question and nobody reply. As it not working on vive i guess maybe its all about oculus but i cant confirm it as i currently havent one.
     
    mohantobipul likes this.
  3. teamamplify

    teamamplify

    Joined:
    Nov 24, 2016
    Posts:
    12
    Thanks for the hint. I just saw @mfuad wrote an answer and closed the thread. But the answer unfortunately only points to SteamVR and he does not point out how to make VR and DXR possible.

    I want to add:
    Any Unity-Version (and HDRP-Version) would do and I have WMR and Vive to work with. If only Occulus is possible I can get one. (But it would be nice to know prior buying.)

    Edit: The Occulus XR Plugin also only supports DX11.
     
    Last edited: Nov 16, 2020
    mohantobipul likes this.
  4. teamamplify

    teamamplify

    Joined:
    Nov 24, 2016
    Posts:
    12
    Bump.

    @mfuad can you give any hint how to make VR with DXR work?
     
  5. mfuad

    mfuad

    Unity Technologies

    Joined:
    Jun 12, 2018
    Posts:
    334
    Hi all, we do not yet support DX12 for VR. The entry you saw in the HDRP changelog is dependent on DX12, and we're still in the process of optimizing DX12 support for VR. Please refer to our upgrade guide for latest supported graphics API by platform.

    To summarize, we do not yet support raytracing for VR.
     
  6. teamamplify

    teamamplify

    Joined:
    Nov 24, 2016
    Posts:
    12
    Thanks for the answer.
     
  7. jschlu-VRLAB

    jschlu-VRLAB

    Joined:
    Apr 15, 2021
    Posts:
    1
    Wanted to follow up with this... is there a timeline for when we will be able to use raytracing in VR?

    Thank you!
     
    jensschmidt and wm-VR like this.
  8. Simmo76

    Simmo76

    Joined:
    Oct 17, 2012
    Posts:
    31
    Yep - I was going to ask the same question. Champing at the bit test out my new rtx with my vive cosmos!
     
    jensschmidt likes this.
  9. wm-VR

    wm-VR

    Joined:
    Aug 17, 2014
    Posts:
    123
    I am trying to get the following set up to work:

    I am using the HDRP + VR for a museum project but it is vital that I render some in-game pictures using the Unitys path tracing feature (raytracing). I don't need any kind of raytracing features in the game/build itself so I disable them. It's just for the sake of having a few pictures for marketing but every time I enable the DX12 feature the Unity editor crashes immediately.

    Is there a workaround to fix this?

    Thank you!
     
    Last edited: Nov 14, 2021
    jensschmidt likes this.
  10. DevDunk

    DevDunk

    Joined:
    Feb 13, 2020
    Posts:
    4,971
    Sad, in the Unity + Nvidia keynote they said it was possible
     
    jensschmidt and ROBYER1 like this.
  11. mohantobipul

    mohantobipul

    Joined:
    Aug 18, 2021
    Posts:
    13
    Hi @mfuad, would it be possible developing a ray tracing plugin for unity HMD, backend with DX12 (ray tracing) ? Will that work?
     
  12. mohantobipul

    mohantobipul

    Joined:
    Aug 18, 2021
    Posts:
    13
    dpatkelley likes this.
  13. VRSuperiorDev

    VRSuperiorDev

    Joined:
    Jun 24, 2021
    Posts:
    2
    What about the requirements?