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By Design

Under Consideration for 2021.3.X, 2022.2.X, 2023.2.X

Votes

1

Found in

2021.3.12f1

2022.1.21f1

2022.2.0b13

Issue ID

UUM-19442

Regression

No

[Android] Depth RenderTexture does not work with bilinear filtering when built for Android & Oculus Quest 2

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Reproduction steps:
1. Open the user’s attached project
2. Open the “/Assets/Scenes/SampleScene.unity” Scene
3. Make sure “/Assets/DepthRT” has it's Filter Mode set to “Bilinear” in the Inspector window
4. Go to Build Settings and switch to the Android platform
5. Make sure Graphics API is set to “Vulkan” in Player Settings
6. Build And Run on an Oculus Quest device

Expected result: The red circle on a cube looks blurry due to the bilinear filtering
Actual result: The red circle on a cube appears the same as the Filter Mode would be set to “Point”

Reproducible with: 2021.3.12f1, 2022.1.21f1, 2022.2.0b13
Could not test with: 2020.3.41f1 (Failed to create RenderTexture with None (0) format. The platform doesn't support that format, and it doesn't have a compatible format), 2023.1.0a17 (CommandInvokationFailure: Gradle build failed)

Reproducible with devices:
VLNQA00379, Oculus (Quest 2), Android 10, CPU: Snapdragon XR2, GPU: Adreno (TM) 650
VLNQA00325, Samsung Galaxy Note10 (SM-N970F), Android 12, CPU: NOT FOUND, GPU: Mali-G76
VLNQA00318, Oneplus OnePlus 7 Pro (GM1913), Android 11, CPU: Snapdragon 855 SM8150, GPU: Adreno (TM) 640
VLNQA00231, Samsung Galaxy A5(2017) (SM-A520F), Android 8.0.0, CPU: Exynos 7 Octa 7880, GPU: Mali-T830
VLNQA00231, Huawei HUAWEI Mate 20 Pro (LYA-L29), Android 9, CPU: HiSilicon Kirin 980, GPU: Mali-G76

Could not test with devices:
VLNQA00332, Samsung Galaxy XCover4 (SM-G390F), Android 9, CPU: Exynos 7 Quad 7570, GPU: Mali-T720

Reproduced on: Windows 10 Enterprise 21H2

Notes:

* The issue does not reproduce on the PC Standalone Player
* The issue does not reproduce on the non-VR Android devices with “Vulkan” Graphics API

* The user states that the same issue reproduces on the Oculus Quest with “OpenGLES3” Graphics API, but could not be tested on the CQA team’s end due to the cube becoming red
* Build And Run on non-VR Android devices with “OpenGLES3” returns the actual result

  1. Resolution Note:

    By design: project attempts to use D32_SFLOAT depth texture with bilinear filtering. Bilinear filtering support for D32_SFLOAT depends on devices GPU drivers and graphics API. In this case it's simply not supported, and it fallbacks to using Point filtering.
    Changing depth texture format to D24_UNORM will provide bilinear filtering on Oculus Quest 2.

Comments (1)

  1. TylerT_DreamToaster

    Jan 07, 2023 06:48

    I'm experiencing this issue on a Samsung Galaxy Tab S6 Lite with bilinear and trilinear sampling

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