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Fixed in 2017.1.X



Found in


Issue ID




[SinglePassStereo] Changing the renderViewport scale + single pass not scaling correctly on HMD



1) Download the attached project
2) Open ViewPortScene
3) Ensure Target Platform is windows standalone
4) Ensure VR Supported is enabled
5) Set up either headset (CV1/Vive) and respective SDK
6) Enable SinglePass Stereo
7) Enter Playmode
8) Put on headset
9) Click on the game view to change the Render Viewport scale
10) Observe the render texture is not scaled properly in hmd view upon switching to lower RenderViewport scales.

Comments (13)

  1. cozyurt_unity

    Jul 15, 2020 11:55

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  2. ryanbabraham

    Mar 16, 2020 05:58

    I'm glad to see this article. It is informative and it gives me an idea about the render viewport scale. You gave the details step by step information and It is easily understandable. Thanks for introducing an informative article for us.

  3. pojoih

    Aug 17, 2017 00:13

    VRSettings.renderscale works fine btw, but renderviewportscale shifts the whole viewport again

  4. pojoih

    Aug 17, 2017 00:12

    Still broken in 2017.1p3

  5. bgrz

    Apr 10, 2017 12:24

    Broken in 5.5.3p1 as well. The latest version I found where it's working correctly is 5.5.1f1.

  6. DylanF

    Mar 28, 2017 20:39

    Still broken in 5.6.0f2

  7. Lacvapps13

    Feb 24, 2017 01:51

    Still Broken in 5.5.1p3

  8. go1dfish

    Feb 19, 2017 21:31

    Still broken in 5.5.1f1 and still incredibly frustrating.

  9. the_nomad

    Oct 24, 2016 16:12

    Yup, this one has killed my use of adaptive quality and Renderscale in general too.

    It sucks that I can't give my players BOTH the option of high-performance AND the option of high quality.

  10. bddckr

    Sep 30, 2016 11:37

    Deferred and a ton of effects are fixed with 5.5 beta 5. Seems like viewport scale is accounted for. Single-pass stereo rendering still has the same bug, though.

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