Unity 6 regressions for XR in HDRP are rejected with "won't fix" by QA

thanks, that’s great to hear. But the DLSS bug is at least equally as important, as DLSS is sooo vital to have good framerates in HDRP / VR, and this was working without issues with 2023.2.20. In Unity 6, it works, but only if the headset is activated before start, or if DLSS is activated after headset is activated, but breaks if headset gets activated when DLSS is active.

Hey, I saw the issue of offset in the commit message in Graphics repository; as it is mentioned in the message that the issue does not occur with CameraRelativeRendering switched off, I tried what happens with raytraced SSGI and raytraced SSR and voilà: Everything works fine with CameraRelativeRendering switched off. So I guess the fixes for ray tracing stuff are exactly the same as for APV.

@Jesper-Mortensen I had a look, and actually it’s really the same thing for all RTX related issues: In the file “RaytracingLightLoop.hlsl” there is a missing “ApplyCameraRelativeXR(posInput.positionWS);”; and with this, also the initial value needs to be stored and used for the APV sampling later on, exactly like the changes in LightLoop.hlsl you did. This solves nearly all RTX / VR related issues at once with 2 lines of code and one change.

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