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Depth occlusion flicker in 32-bit builds #31

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jfrank-razer opened this issue Nov 9, 2016 · 2 comments
Closed

Depth occlusion flicker in 32-bit builds #31

jfrank-razer opened this issue Nov 9, 2016 · 2 comments
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@jfrank-razer
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I encountered a perplexing issue while testing 32-bit builds from Unity. In short, there's a cube that intersects with the ground plane and should be partially occluded by it. In 64-bit builds, this works fine. In 32-bit builds, the cube flickers between being partially occluded by the plane and not being occluded at all. This flickering is visible only in the left eye. Moving or rotating the cube far enough fixes the problem.

A Unity project to demonstrate the issue is available here. The README in that repository has additional details.

I've observed this on a GTX 1070 and GTX 980, both with patched Win10x64. I verified that this doesn't appear on the Vive with the SteamVR plugin (hence the supplementary scene).

If this should go in the OSVR/OSVR-Unity project instead, please let me know and I'll move it.

@rpavlik - This is the bug we discussed on our recent call. Sorry it took so long to get it filed!

jfrank-razer added a commit to Razer-OSVR/Personal-JFRANK-OSVR-Unity-x86-build-depth-flicker that referenced this issue Nov 9, 2016
@DuFF14
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DuFF14 commented Mar 1, 2017

@jfrank-razer I could reproduce in Unity 5.3.5 but not in Unity 5.5.1f1. Perhaps this was a bug in Unity. Are you still seeing it?

@jfrank-razer
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jfrank-razer commented Mar 1, 2017 via email

@DuFF14 DuFF14 closed this as completed Mar 1, 2017
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