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Won't Fix
Won't Fix in 3.3.X
Votes
0
Found in [Package]
3.3.0
Issue ID
OXPB-131
Regression
No
[Vulkan][OculusXR] Artifacts are observed on one of the Eyes when "Use Per Eye Cameras" setting is enabled in the OVR Camera Rig with Vulkan and MultiView
Steps to reproduce:
1. Open the attached user's project "passthoughTestv2022.zip"
2. Make sure Vulkan is selected as the Graphics API
3. Make sure in the OculusXR plugin, MultiView is selected
4. Switch to Android Platform
5. Build for Quest 2/3
6. Move the HMD and observe artifacts on the Right Eye when "Use Per Eye Cameras" setting is enabled in "OVR Camera Rig"
Expected Result: Artifacts are not observed on one of the Eyes when "Use Per Eye Cameras" setting is enabled in the OVR Camera Rig with Vulkan and MultiView
Actual Result: Artifacts are observed on one of the Eyes when "Use Per Eye Cameras" setting is enabled in the OVR Camera Rig with Vulkan and MultiView (See attached Results.png)
Reproducible with: OculusXR 3.3.0 (2021.3.32f1), OculusXR 4.1.2 (2022.3.14f1, 2023.2.2f1, 2023.3.0a16)
Reproducible on these devices:
VLNQA00609 - Oculus Quest 3 (Quest 3), CPU: Snapdragon XR2 Gen 2 (SM8550), GPU: Adreno 740, OS: 12
VLNQA00415 - Oculus Quest 2 (Quest 2), CPU: Snapdragon XR2, GPU: Adreno 650, OS: 10
Testing Environment: Windows 10
Not reproducible on: No other environment tested
Notes:
-Issue reproduces with Vulkan as described, however on OpenGLES3 left eye stops rendering (Only shows Passthrough) and does not behave as indicated by results
-Issue only reproduces using MultiView Stereo Rendering Mode
-Could not test with OpenXR due to OpenXR AndroidManifest conflict with Meta XR Core SDK AndroidManifest
-Issue does not reproduce on a Standalone Windows Player
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Resolution Note:
Due to the way that Multiview works, Multipass is the only supported path for. This is the intended behaviour.
Resolution Note (3.3.X):
Due to the way that Multiview works, Multipass is the only supported path for. This is the intended behaviour.