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Won't Fix



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Issue ID




[Android] [GearVR] Both eyes are rendered in the same color when using Single Pass Stereo Rendering Method* on Mali GPU



Steps to reproduce:

1) Download attached project and open in Unity
2) Create .osig file for testing device
3) In Player settings, make sure Stereo Rendering Method* is set to Single Pass
4) Build and run project on a device
Observe that both spheres are red

Expected result: Left eye should be rendered in (1, 0, 0, 1), right eye with color (0.5, 0, 0, 1) (check attached image 'expected.png')
Actual Result: Both eyes are rendered with color (0.5, 0, 0, 1) (check attached image 'actual.png')

Reproduced with:
5.6.0f3, 5.6.1p2, 2017.1.0b8, 2017.2.0a2

Not reproduced with:
5.6.0b10, 5.6.0f1

Regression since:
5.6.0f2 or 5.6.0f3(application crashes with 5.6.0f2, so I wasn't able to find exact version where regression started)

Devices under test:

Reproduced with:
Samsung SM G930F*, OS:7.0, CPU:arm64-v8a, GPU:Mali-T880, Build:samsung/heroltexx/herolte:7.0/NRD90M/G930FXXU1ZPK3:user/release-keys

Samsung SM G950F*, OS:7.0, CPU:arm64-v8a, GPU:Mali-G71, Build:samsung/dreamltexx/dreamlte:7.0/NRD90M/G950FXXU1AQEB:user/release-keys

Not reproduced with:
Verizon SM G930V*, OS:6.0.1, CPU:arm64-v8a, GPU:Adreno (TM) 530, Build:Verizon/heroqltevzw/heroqltevzw:6.0.1/MMB29M/G930VVRU2APG3:user/release-keys

Note: Works as expected when Stereo Rendering Method* is set to Multi Pass

Comments (3)

  1. AndrewRH

    Aug 22, 2017 14:56

    Apparently it's an issue with either Oculus or the Mali drivers..

  2. MorpherUA

    Jun 08, 2017 12:39

    Won't Fix. Why??

  3. AndrewRH

    Jun 05, 2017 19:50

    Please fix :)

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