When I turn on Single Pass rendering, it is not rendering properly in my HTC Vive headset.
Is this a know issue? Should I create a bug report? I didn’t see it listed in the known issues.
When I turn on Single Pass rendering, it is not rendering properly in my HTC Vive headset.
Is this a know issue? Should I create a bug report? I didn’t see it listed in the known issues.
I think it’s related to this comment from the release notes:
However, that isn’t a lot to go on. I’ve tried manually adding the standard shader to the project and it made no difference (for me).
I thought this referred to post-processing effects that don’t properly render to both eyes, ie fog, volumetric lights, etc.
This has been long-standing, at least since B16. Seems weird that it’s not in the release notes, or known issues.
I was facing the same issue, but I didn’t remember how my friend resolve this. I will ask him the let you know.
FWIW, I just tried b18 and it generally works for me except that the shadow rendering is broken. It’s out-of-sync / laggy when you move your head around.
Ahh seems to be caused by the Bloom Script I’m using. Thanks for the help. I too am seeing low fps when moving my head, causing jitters, but it seems to go away when I use a perfectly stock SteamVR CameraRig. Will see if I can pinpoint the cause.
I’m only seeing the lag on the hard-shadows. It still runs at 90 FPS, it’s like the projection of the shadows is laggy / out-of-sync.
Try to change your HTC Vive headset, hope that you will get out from this issue.