Well one thing is that I can definitely see whats going on in the demo on the screen. I can move the headset and see it move around. But looking inside of the HMD, it still looks as if its trying to load.
Strange, that does sound like a VRTK issue not playing well with TPCast ( maybe:) ), not too sure tbh. it’s working fine with our setup and no one else mentioned anything about it to us so far. The new updated VR demos will work as we will not be using VRTK.
Is there anyway to get an extension on that price cut until say the 30th? I’m really interested in buying this but I don’t really have $200 to spend on a chance without being able to see how it works, plus I get my taxes back on the 27th.
Unfortunately Unity does not allow us to extend special price sales longer then two weeks from what we understand in their publisher EULA…
I purchased CTAA from you directly day one and the upgrade last April. Is it possible to get CTAA linked to my Asset Store purchases so I can easily get updates when published rather than downloading from DropBox? Thanks!
Thanks, Unity only provides 12 Vouchers and we have run out, we have contacted them to get more and will send you the code as soon as we receive them.
I am trying to add CTAA in the middle of the Post Processing Stack Chain (v2) as stated in the document, but is not able to. I’ve tried to follow the guide here
but seems like I can’t figure it out. Can you upload an example code?
Also, there is a bug. When CTAA is enabled, Camera.main.WorldToScreenPoint() method returns a jittering vector, which I am guessing it is related to the effect’s jitter (jitter decreases and is eliminated as I scale “Temporal jitter Scale” down). This jittering gets really prominent when I am trying to overlay UI over an world object (Player name above the character for example) or very small particles.
Is this something that can be fixed or an unfortunate byproduct of Temporal FX? If it is, then maybe CTAA should contain a substitute method for WorldToScreenPoint.
I wouldn’t mind implementing a workaround (can simply check if camera has moved) but this will add a layer of unnecessary calculation, but this workaround wouldn’t work for all cases.
Yes certainly! also in the next coming update we will provide further information in the documentation for Post stack V2 integration. We will post the integration method by Tuesday possibly sooner.
We are working on a good solution for this now without effecting the performance and should have it available in the next coming updates, however I cannot quote a time frame at this stage. In the mean while you are welcome to implement a workaround if you wish until we release the version with this option. Thanks again
Well, I am going to post my workaround, feel free to add it in CTAA if you feel this is feasible
So, the trick is to use a camera that is not under the influence of CTAA.
Here is what I did.
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I created a another gameobject with camera component, then I disabled the gameobject and the component (no performance impact from having another camera) I made the depth -1 and cleared all options that might use any sort of performance. Don’t forget to untag it. Add a hide tag in the hierachy if you dislike seeing it.
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Then I just called WorldToScreenPoint() to that camera and works
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If your main camera is moving, then just create an extension method or another method that you can call instead of WorldToScreenPoint(). here is my code.
public Vector3 WorldToScreen(Vector3 _pos){
antiJitterCam.fieldOfView = mainCam.fieldOfView;
return antiJitterCam.WorldToScreenPoint(_pos);
}
- Add in position and rotation values to the code depending on your need, I didn’t as they were both attached to a parent that governs cam movement.
Fantastic and thanks for your contribution. Were glad it worked out for you, we have an update coming soon which might work better for you as it is a little more transparent for the user. In any case, good solution, thanks again.
LIVENDA, I understand that it is very early but have you had the chance if CTAA works well with 2018.1 especially in the HD SRP?
Yes CTAA already works great in Unity 2018.1, it’s still a little early to comment on HD SRP, however we see no issues, just need to let it brew a little longer while Unity are finalizing methods.
Cheers
On another note for everyone, Due to many requests, we have Extended the Launch Special Price to 28th February! Asset Store
Does this work with vr single pass rendering?
Yes CTAA will certainly be supporting single pass rendering soon and will be available in the next coming updates. We are examining the best possible methods and the most optimized solution. It will be a transparent integration for the end user.
CTAA V1.2 will be submitted to Unity Tomorrow bringing a few enhancements for both the PC and the VR Version.
Few notable update information
- Preliminary Unity 2018 compatibility check (HD SRP is still not finalized by Unity yet)
- Tool for VR integration and easier parameter adjustments
- Manual update Post Stack V2 integration (wip)
- Overall performance enhancement
We were also able to extend the Launch Special Price to 28th February! Asset Store
CTAA V1.2 has been submitted to Unity today
This looks very nice.
Do you have any ETA for single pass rendering support in VR or is it still to early to tell?
Also: Does this work in WebGL deploy, too?
ETA on V1.2?
I am trying to work PP Stack and CTAA together as I’ve mentioned before.
As we have mentioned in a previous answer single pass rendering will be available in the next coming updates. We are examining the best possible methods and the most optimized solution. No specific time frame yet, possibly will coincide when Unity 2018 final is released.
V1.2 was submitted late Tuesday so we are hoping Unity will post it soon. please note this is only a preliminary Post Effect ‘V2.0’ integration method which is explained in the updated docs. In the next coming updates we will have full integration as CTAA will need to be plugged-in to the post stack V2 at the correct location and will appear as a ’ custom loaded effect’ in the post process layer script.