Attached the simplest project I could make to reproduce this problem;
When setting rendering path to deferred, with a default ImageEffect (Standard Asset Blur in the example), the output to both rift and mirrored display is solid black.
If I modify the effect to use [ImageEffectOpaque], it works, but transparent elements are not affected by the effect (which is problematic).
If it is set to forward rendering, or disable VR support, it works as expected.
Submitted. Additional notes - when attempting this, it caused the rift not to respond (tracking would work, but no display in any demo app) until I rebooted the machine.
So possibly, could just be a problem with this specific hardware - I have not yet attempted it with a previous generation dev kit.
runtime 0.6.0.1 only support new GPU(kepler and maxwell),this means,500 series (and lower)GPU,GT630 and lower,could not work with this version of runtime ,so just check your video card to see the GPU type.
We have reproduced it and our milestone for a fix is 5.3. I will ping the devs and see if that is a conservative estimate/if it’s something we can push along into an earlier patch.
Ok, guys, now we have 5.3.1 and it shows exactly the same problem. More than half a year passed since this issue was posted here… Am I missing something?
Sorry I forgot to update this issue. Thank you for bringing it up again @heliorunner .
The report and repro project show that in order for the issue to be reproduced the settings must be as follows; a deferred rendering path, anti-aliasing enabled to some degree, and some sort of image effect applied to the camera. These settings don’t make that much sense because only forward rendering can use the ‘built-in’ AA solution.
So the work around is to simply disable AA (if you plan on using deferred rendering) because deferred won’t be able to use AA anyway. Due to this relatively straight forward workaround, devs have not made this issue a priority. It’s on me for not updating you all on the situation and I apologize
All that being said, there is still a bug here in that Unity renders black to the screen when AA + deferred + Image effects are enabled. Rather than rendering black, we should just bypass the AA effect and continue on the deferred rendering path as we normally would when AA and deferred rendering are both enabled. I’ve brought this back up to the devs and they will be revisiting the problem very soon.
Note: If you want to use AA + deferred, use a screen space AA solution. (Which can be found in the standard assets as an image effect). I’ve tested this screen space AA image effect + another image effect + deferred rendering using the repro project from the bug report and it worked.
If this is not the issue you are seeing please let me know.
Just ran into this using the OVR Manager Script. It has a “Use Recommended MSAA Level” checkbox, and even though AA is disabled in the project quality settings since it makes no sense anyways, it kills deferred rendering - black game view and HMD.