tedw4rd Posted September 16, 2019 Share Posted September 16, 2019 I'm working on a Vive Focus Plus project using Unity. I'm using Wave SDK v3.1.1 (Beta) and Unity 2018.3.10. I've been trying to get single pass stereo rendering to work properly for a while and I keep running into the same issue. When I try to turn on SPS using the WaveVR settings dialog (see below), I see both passes rendered side-by-side in the left eye of the Focus, and nothing in the right eye. It's as if one had taken what should be in the right eye and shoved it over to the left eye. Here's all the settings I think would be relevant: When I don't enable the last WaveVR settings option (the Single Pass Stereo support one) the application runs fine. Both eyes render properly, but it's clear it's using multipass rendering. How can I fix Single Pass Stereo rendering, and what am I doing wrong? Link to comment Share on other sites More sharing options...
tedw4rd Posted September 16, 2019 Author Share Posted September 16, 2019 51 minutes ago, tedw4rd said: When I try to turn on SPS using the WaveVR settings dialog (see below), I see both passes rendered side-by-side in the left eye of the Focus, and nothing in the right eye. I should clarify that when I say "nothing appears in the right eye" I mean nothing game related. I do occasionally see the controller connection dialog in the right eye (for some reason) @Tony PH Lin @Cotta Link to comment Share on other sites More sharing options...
Tony PH Lin Posted September 18, 2019 Share Posted September 18, 2019 Hi @tedw4rd, Please try to remove all supported VR SDKs as below. We find there are many different version of VR device names in the list. Those VR SDKs names may be generated in every time when your project upgrade to new Unity version. After remove them, run the DefaultPreferenceDialog from WaveVR menu to reset the SinglePass. Link to comment Share on other sites More sharing options...
tedw4rd Posted September 18, 2019 Author Share Posted September 18, 2019 @Tony PH Lin,Thanks for your response. On the positive side, you helped me fix a different problem with our interaction middleware. It was generating those extra Virtual Reality SDKs which were causing some issues. Thanks for that! Unfortunately, it didn't solve the rendering problem with single-pass stereo. I tried to reproduce the issue with a simpler project, and found that the issue happened after I incorporated the Lightweight Rendering Pipeline from Unity. Do you have any plans to support Unity's Scriptable Render Pipeline in the near future? Do you know of any quick fixes or patches I can use to enable support for SRP? @Cotta Link to comment Share on other sites More sharing options...
Tony PH Lin Posted November 11, 2019 Share Posted November 11, 2019 It's known rendering issues with Unity's Lightweight rendering pipeline when under single-pass. We're still trying to figure out the solution, and will keep you posted if we have any significant solution. Thanks. Link to comment Share on other sites More sharing options...
Farode Posted November 29, 2019 Share Posted November 29, 2019 Hi, I have the exactly the same problem here. I'm using Unity 2019.2.0 with the Lightweight Render Pipeline. My projet was using the Wave SDK version 3.0.2 and I was able to render in both eyes correctly with Single Pass. I upgraded my project to Wave SDK 3.1.4 and it doesn't seem to work anymore. As LRP is more optimised for Android devices and Single Pass sometime more efficient, the SDK should support both. Does a new SDK version will be released soon to fix that issue ? Link to comment Share on other sites More sharing options...
edv3 Posted December 16, 2019 Share Posted December 16, 2019 any update on this? This is a significant blocker for us (and our enterprise clients are pushing to get to market ASAP). @Tony PH Lin @Cotta 1 Link to comment Share on other sites More sharing options...
animorph Posted January 31, 2020 Share Posted January 31, 2020 This indeed a very significant obstacle, could we please have an updated SDK delivers single pass compatible with LWRP/URP & Unity 2019.3? @Cotta@Tony PH Lin Link to comment Share on other sites More sharing options...
JGriers Posted February 21, 2020 Share Posted February 21, 2020 On 2/6/2020 at 10:34 AM, Cotta said: @edv3 @animorph The Wave SDK team is working on this topic with priority. We understand this is very important for developers to use Single Pass with Unity LWRP. It will need more time for our team to solve this issue. We'll get back to you at this thread when there's further progress. Thanks for your patience. Is there any news on the progress of this fix? @Cotta Link to comment Share on other sites More sharing options...
juanyvos Posted April 15, 2020 Share Posted April 15, 2020 Up @Cotta @Tony PH Lin @Sean Lu @Cotta Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now