Just though to drop this one here if anyone having trouble setting up ASW with unity, i cloned the custom urp repository which includes the future and created UPM modules that can be easily included in the manifest json.
Also works in play mode ( with rift mode usb / airlink ) but the FFR and ASW are exclusive to a build apk for the quest since its a oculus future.
UPDATE : the oculus repository was updated to use urp-v12 , and i have upgraded the sample project to the latest branch running on 2021.2.19f , alpha clipping seems buggy but besides vfx and aws seems to work together , try the build here
This is incredibly helpful. Thanks so much for putting this together! Your next beer is on me.
I’ve only one quick question: the cube with the Shader Graph/test_lit material tears for me (the only cube on the highest row). I’m curious if that one tears for you as well.
.net 4 is just what i use , didn’t try to publish it to app lab yet so not too sure if that api level would work, the docs does mention that it is the " Minimum API Level " , ill change that just in case
not as far as I know. 4.x has more features, so might even be slower and have worse compatibility on older devices (not 100% sure, checked this about a year ago)
Hi, I just tried to set up my project based on yours but all the movement is jittery (probably due to some issue with motion vectors). I managed to enable AppSW, I can see that in OVR Metrics Tool. I’m using Unity 2021.3.2f1, but I checked and the same issue happens with 2021.2. Here are my settings:
However, when I build the application all movement is jittery as if the motion vectors were not generated properly. I’m testing using a simple unlit shader created in shadergraph. I’m a bit at loss because I don’t know what have I missed.
EDIT: I figured it out, turns out the unlit shader created with shadergraph just doesn’t work. I created an issue on your github page.
First, thank you so much for the Unity project files. I played around with your sample project in Unity and noticed real time spot lights and point of lights do not seem to light up URP Lit, or Simple Lit shaders. Is this intentional? The real time directional light works, but that seems to be it. If they are not supported, why not? Is this just simply needing to add the motion vector code to the Lit and Simple Lit shaders or is there something more fundamental missing. Thanks so much.
hey bro idk made the repo so it would be easy to clone and try asw for my own experiments , left the settings as much as possible close to defaults, haven’t rly tried spot lights as i have been using only one single directional light form my entire project , maybe try differed rendering path ? (link) if that doesn’t work i would leave create an issue on the official repo
Thank you very much for going through the effort! We have an existing project using URP 12.1.10 and wanted to test out ASW, I wasn’t looking forward to manually integrating the necessary changes.
The update is based on the master branch of the original repo. The updated packages are embedded in the project instead of being hosted and downloaded by UPM - feel free to fork, upload the packages somewhere and have them used the previous way.
If you having trouble with dependencies on a freshly cloned project , make sure the editor have your account signed in so the package manager can download the dependencies , if you still can’t open then : enter safe mode → exit safe → re import all assets .
So, my question: does ASW FPS value shows only amount of reconstructed frames per second, or ASW FPS values should shows total amount of frames (rendered + reconstructed).