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Volume rendering inside out on Hololens 2 #71

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slowizzm opened this issue Nov 12, 2021 · 6 comments
Open

Volume rendering inside out on Hololens 2 #71

slowizzm opened this issue Nov 12, 2021 · 6 comments
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XR VR / AR

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@slowizzm
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In the normal game view the 3D volume looks accurate, but when I view from the Hololens 2 (I have not tested any other AR/VR HMD's) the 3D volume looks as though it is inside out, projecting onto the inner walls of the cube mesh. I have tried tweaking the properties in the shader, but have had no luck. Hoping you may be able to track down a quick fix. Thank you.

@vahpy
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vahpy commented Nov 12, 2021

Hi @slowizzm

I use this package for developing Hololens 2 apps as well, but haven't noticed this issue. The only difference with normal game view is the rendering for one eye addressed in #54 . If you could share a photo of what you see through the hololens would be helpful.

@lihaowei1999
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After dealing with issue #54, I'm in the same problem. The information seems to only come from the wall of the cube. However, the photo from main camera seems to be totally fine.
20220421_151802_HoloLens
This is the figure taken from main camera, it seems to be normal. However, the view from the screen is in problem.

@lihaowei1999
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Change the stereo render mode to multi pass and the problem would be solved.

@mlavik1 mlavik1 added the XR VR / AR label Oct 26, 2022
@yas51
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yas51 commented Mar 5, 2024

Hi, all is ok in my scene , but when I build for my desktop windows , when I run the executable in Vr it works in my oculus Quest 2 but its lagging , the movment of the headset is not fluent and black edges from boths sides of my headseat appears , all the movment of the scene are lagged , is it a frame rate problem or frequency ? , when I Increase the frequency of the headset in oculus app , the executable of the volume rendering scene stand on starting and dont work , it displays only Made with Unity and stay blocked , please could you help me , I need help please

@mlavik1
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mlavik1 commented Mar 22, 2024

Hi @yas51 ,
So if I understand you correctly you're not building for Oculus standalone, but you're running it through Windows, right? And you do have a fairly good GPU?

For me it has worked quite well in VR (with WIndows + NVIDIA RTX A2000), at least as long as I disable lighting and turn on the "early ray termination" setting - however Oculus 2 standalone can be a challenge.
You could try some of the suggestions in this thread: #222

  • Downscale the dataset (if texture fetch is the bottleneck)
  • Enable early ray termination
  • Disable lighting
  • Disable cubic interpolation
  • Adjust MAX_NUM_STEPS in the shader
  • Adjust UnityEngine.XR.XRSettings.renderScale (will likely look bad though)

Also, if you can switch to HDRP you could try using DLSL: https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@12.0/manual/deep-learning-super-sampling-in-hdrp.html
Since the performance will often be directly proportional to the render resolution when volume rendering, this could help a lot.
(that will probably not be available in standalone Oculus builds though)

@yas51
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yas51 commented Mar 22, 2024 via email

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