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1.3.0 / Unity issue with Gear VR: Motion blur & juddering

rivieregriviereg Posts: 16 Oculus Start Member
edited April 2016 in Unity Development
Hi, 

When moving my head around, there is a judder issue (like a double texture rendering halo for a few ms), it's very visible with a B&W texture with only lines. 

- I tried other games on the oculus store with this gear VR and it's working well
- When my app is starting, there is like 1/2 second without this problem, then a 'visual glitch', like if the system is re-adjusting the rendering, then this problem
- I displayed the FPS on my app and it's between 50fps  to 60fps 
- I have this issue even when I close one of my eye in the gear VR (it's not a stereoscopic vision issue)

I cannot record it but this screenshot on geekzone (it's a different issue) is very similar to my rendering in VR (only when moving my head): http://www.geekzone.co.nz/imagessubs/blogfdbb14e244726b80556df55a0b54b5e8.jpg

Any idea how to solve this issue ?

I'm using a Samsung Gear VR / Galaxy S7 edge, Oculus 1.3.0 and Unity 5.3.4p2 (I tried with p1 same issue)

Gui.

Comments

  • vrdavebvrdaveb Posts: 1,596 Oculus Staff
    Can you share logcat from a run with this issue please? It sounds like you may have used the OVRPlugin that was built into Unity instead of installing the new one (1.3.0). OVRPlugin is different from the Utilities, which it sounds like you already have. See https://developer.oculus.com/downloads/game-engines/1.3.0/OVRPlugin_for_Unity_5/
  • rivieregriviereg Posts: 16 Oculus Start Member
    edited April 2016
    Hi, 

    Thank you for the reply,

    I re-installed the plugin to be sure, I still have the same issue. 

    I'm using the gear VR developer mode to get adb working with Mac (so I'm not plug on the GearVR but on my computer).  I have a small adb log using the "adb logcat -s Unity dalvikvm DEBUG", if you need more, adb can be very verbose, I'll put this in a file.

    04-10 19:36:36.415 21658 21679 D Unity   :  GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_EGL_sync GL_OES_vertex_half_float GL_OES_framebuffer_object GL_OES_rgb8_rgba8 GL_OES_compressed_ETC1_RGB8_texture GL_AMD_compressed_ATC_texture GL_KHR_texture_compression_astc_ldr GL_KHR_texture_compression_astc_hdr GL_OES_texture_compression_astc GL_OES_texture_npot GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_OES_texture_3D GL_EXT_color_buffer_float GL_EXT_color_buffer_half_float GL_QCOM_alpha_test GL_OES_depth24 GL_OES_packed_depth_stencil GL_OES_depth_texture GL_OES_depth_texture_cube_map GL_EXT_sRGB GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_EXT_texture_type_2_10_10_10_REV GL_EXT_texture_sRGB_decode GL_OES_element_index_uint GL_EXT_copy_image GL_EXT_geometry_shader GL_EXT_tessellation_shader GL_OES_texture_stencil8 GL_EXT_shader_io_blocks GL_OES_shader_image_atomic GL_OES_sample_variables GL_EXT_texture_border_clamp GL_EXT_multisampled_render_to_texture GL_OES_sha
    04-10 19:36:36.415 21658 21679 D Unity   : der_multisample_interpolation GL_EXT_texture_cube_map_array GL_EXT_draw_buffers_indexed GL_EXT_gpu_shader5 GL_EXT_robustness GL_EXT_texture_buffer GL_EXT_shader_framebuffer_fetch GL_ARM_shader_framebuffer_fetch_depth_stencil GL_OES_texture_storage_multisample_2d_array GL_OES_sample_shading GL_OES_get_program_binary GL_EXT_debug_label GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_QCOM_tiled_rendering GL_ANDROID_extension_pack_es31a GL_EXT_primitive_bounding_box GL_OES_standard_derivatives GL_OES_vertex_array_object GL_EXT_disjoint_timer_query GL_KHR_debug GL_EXT_YUV_target GL_EXT_sRGB_write_control GL_EXT_texture_norm16 GL_EXT_discard_framebuffer GL_OES_surfaceless_context GL_OVR_multiview GL_OVR_multiview2 GL_EXT_texture_sRGB_R8 GL_KHR_no_error GL_EXT_debug_marker GL_OVR_multiview_multisampled_render_to_texture GL_EXT_buffer_storage GL_EXT_blit_framebuffer_params
    04-10 19:36:37.975 21658 21679 I Unity   : Unity v5.3.4p2, Oculus Utilities v1.3.0, OVRPlugin v1.3.0, SDK v1.0.2.4.
    04-10 19:36:37.975 21658 21679 I Unity   :  
    04-10 19:36:37.975 21658 21679 I Unity   : (Filename: ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
    04-10 19:36:37.975 21658 21679 I Unity   : 
    04-10 19:36:38.305 21658 21679 W Unity   : Failed to load profile.
    04-10 19:36:38.305 21658 21679 W Unity   :  
    04-10 19:36:38.305 21658 21679 W Unity   : (Filename: ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
    04-10 19:36:38.305 21658 21679 W Unity   : 
    --------- beginning of system
    04-10 19:44:37.865 21658 21679 I Unity   : ResetAndSendAction( SHORT_PRESS );
    04-10 19:44:37.865 21658 21679 I Unity   :  
    04-10 19:44:37.865 21658 21679 I Unity   : (Filename: ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
    04-10 19:44:37.865 21658 21679 I Unity   : 
    04-10 19:44:37.885 21658 21679 I Unity   : [PlatformUI-ConfirmQuit] Showing @ 396.6337
    04-10 19:44:37.885 21658 21679 I Unity   :  
    04-10 19:44:37.885 21658 21679 I Unity   : (Filename



    Gui.
  • rivieregriviereg Posts: 16 Oculus Start Member
    Hi, 

    I found a solution/workaround: I used all settings asset from the unity sample project (I just copy and paste everything on the project settings unity folder) and it's working. I'm not sure what was this issue (probably my quality settings) but it solved my problem and now the rendering is very nice !

    Thank you for your help !

    Gui. 

  • ZebKingstonZebKingston Posts: 22
    Brain Burst
    edited May 2016
    Hi Riviereg,
    I'm experiencing the same issue...
    FPS are 70 or better, still there is this 'judder'-effect present all the time - except for the first couple seconds of runtime...

    Not quite sure which Unity-sample-project you are referring to? Could you help me out here?

    Thank you in advance + best regards
  • rivieregriviereg Posts: 16 Oculus Start Member
    Hi SamJan, 

    I was using the Oculus Sample Framework project settings (https://developer.oculus.com/downloads/game-engines/1.3.0/Oculus_Sample_Framework_for_Unity_5_Project/) and faced this issue. I did reset my project settings in Unity with a "default settings" folder and it solved my issue.

    I can share with you my project settings or help you directly (for PM chat, my user @gmail.com for hangout) if you want.

    Gui.
  • ZebKingstonZebKingston Posts: 22
    Brain Burst

    Hi Gui,

    thank you very much for your offer. I'll try to replace my project-settings-folder as suggested.

    Strangely enough this issue is occuring with both newly-created and pre-existent projects alike, so I don't expect this procedure to act as a remedy in my case... Well, fingers crossed! ;-)

    Thank you again + best regards

  • ZebKingstonZebKingston Posts: 22
    Brain Burst

    So I did try the 'default settings'-workaround, but it wouldn't improve the judder / ghosting-problem...

    Sometimes the scene does run totally smooth for like 5 seconds, then 'lag' again... Even though it does play at 70-76 FPS...

    What a bummer... :-(

  • rivieregriviereg Posts: 16 Oculus Start Member
    Hi SamJan, 

    Do you want to try with my project settings (cf. zip attached) ? I had this issue again on a new project and use my old project settings and it works. I'm using 5.3.4p6.

    Gui.
  • ZebKingstonZebKingston Posts: 22
    Brain Burst

    Hey Gui,

    thank you so much for the provided settings! Appreciate it to the max!

    Unfortunately it doesn't cure the judder-problem in my case...

    Again, thank you very much for your efforts + best regards


  • vrdavebvrdaveb Posts: 1,596 Oculus Staff
    @SamJan, judder is typically due to poor performance or exceptions. Can you provide the full logcat from your app, from the time it starts to the time you see the judder? It may help to attach the profiler and look at where the time is going.
  • ZebKingstonZebKingston Posts: 22
    Brain Burst

    Hi @vrdaveb, thank you very much for your response. I guess it actually is a performance problem as I'm running my DK2 / Unity on a Lenovo-Notebook - which did work totally fine (0.8) until 1.3. Maybe my GPU cannot handle the ATW-Feature... P.S: I do know that this thread is about the GEAR VR, but as the described problems did  match like 100% with mine, I thought I'd give it a shot.

    Again - thank you both, @riviereg + @vrdaveb, very much for your support!

    Best regards


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