Vulkan in GearVR

Unity 5.6.0f3 Vulkan build for samsung s7 Edge GearVR. Not is in stereo.
If I put Opengl first in player settings hierarchy its ok.

I can confirm this. S6 Edge plus, Nougat. - if Vulkan is first in the stack, no stereo in the GearVR. Opengl first = stereo

With not stereo, you mean you have rendering happening in two eyes, but don’t see depth, or does one of the eyes not render anything? It also could be that if you have rendering happening in two eyes but not stereo, that would clear up an issue I have.

I use a dual camera setup, which means if stereo rendering isn’t working, that’s why the right eye appears to be black in my setup.

Could you make a bug report for this? I’ve done with my issue, but looks like your issue is actually pointing into the direction on how to solve it. I think my issue is also caused because of Vulkan API

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No, rendering is not happening for two eyes.

It’s rendering the scene flat (like a stretched 2D video) via Vulkan. So wearing the gear VR, if you close your right eye you’ll see the left half of the image and then vice versa.
If you remove the phone from the gearVR for a few seconds you’ll see (well, I see) that the image is rendered monoscopic.

In short, I think stereoscopy/stereo is not implemented in Vulkan. Just my observation. I’ll dig deeper, but everything is fine if I put Vulkan at the bottom of the stack. OpenGl works as expected.

Could you do a bug report? I have someone of Unity looking into my issue at the moment. I do have my left eye rendering almost fine, just a bit stretched, but the right eye is totally black. If another person send an bug report, maybe there is a link in the issue within Unity.

I think it’s undeed Vulkan API related, because I do the same thing. However this evening I’ll try out OpenGL API and see if that fixes the problem.

I’m not 100% sure if your issue has a link with my issue, but I got an email from Unity this midday that they were able to reproduce my problem and it’s going to be fixed. Hopefully yours is related to that, else a bug report would be nice to make sure it’s the same problem.

Hi JDMulti,
I was meaning to write earlier, but I’m caught in the middle of a non VR project, so I’ve shelved the Vulkan issue (and the gearVR project) for the time being.

It;s good to know they’ve found an issue though and thanks to you reporting it. I’m almost certain its the same.
From memory - what I was getting with Vulkan on top of the stack (S6Edge+ running nougat) is that the scene would render on the gearVR as one stretched out 2D image. However it looked very “sharp” compared to what rendering output is with OpenGl and stereo.

When I take the phone out of the gearVR, the app would shut so couldnt figure out how to take a screenshot. Maybe I should have used the Oculus screenshot menu, but didnt think of it till now. So will get to it only after this project and some free time