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Not Reproducible

Votes

1

Found in

2022.3.21f1

2023.2.14f1

2023.3.0b10

6000.0.0b11

Issue ID

UUM-66475

Regression

No

[Quest 3] The eyes are offset slightly on the Quest 3 when capturing and displaying the full screen texture onto a quad

-

Steps to reproduce:
1. Open the attached user's project "MinMetaReproProject.zip"
2. Switch to Android Platform
3. Make sure either OpenXR or OculusXR is enabled in XR Plugin Management
4. Build to a Quest 3 device
5. Once the application loads observe the slight offset in each eye of the center yellow quad

Expected results: there's no offset in each eye and behavior is the same as on Quest 2
Actual result: there's a slight offset in each eye when grabbing a full-screen texture from the RenderPass and then displaying it on the quad on a Quest 3

Reproducible with: 2022.3.21f1, 2023.2.14f1, 2023.3.0b10
Could not test on 2021.3.36f1 due to scripting errors after downgrading

Reproducible with these devices:
VLNQA00609, Oculus Quest 3 (Quest 3), Android 12, CPU: Snapdragon XR2 Gen 2 (SM8550), GPU: Adreno (TM) 740

Not reproducible with these devices:
VLNQA00415 - Oculus Quest 2 (Quest 2), CPU: Snapdragon XR2, GPU: Adreno 650, OS: 12

Notes:
-Quest 3 software version is 62.0
-The shader is on a quad in the Scene, the render pass is saving the _destination to a global texture that is accessed by the quad's material shader. It's grabbing the full-screen texture from the render pass and then displaying it on the quad
-Issue reproducible with Multi-view, Multi-pass and Single Pass Instanced
-Reproducible with OculusXR and OpenXR plugins
-Reproducible with both OpenGLES3 and Vulkan
-Forum post by the user: https://forum.unity.com/threads/issues-on-quest-3-only-when-doing-multiview-renderpass.1543385/#post-9627899

  1. Resolution Note:

    The repro project implemented a custom magnify pass.

    We have inspected the frame and the data in a renderdoc capture. It has no real difference to speak of between Quest2 or Quest3. The only thing of note is that the aspect ratio of the textures used on both devices differ, but mimicking the ratio from the Quest2 via code doesn't change the issue. There also doesn't appear to be Quest3 specific code in the display provider (we checked OpenXR). 

    Everything seems to be working as expected.

    Please feel free to reopen if you believe this is a bug with more information about expected behavior. Thanks!

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