Search Issue Tracker
Fixed in 2017.1.X
Votes
32
Found in
5.4.0f3
Issue ID
817835
Regression
Yes
[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.
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [Mobile] Developer Console does not appear when an error is thrown
- [HDRP] Game view renders artifacts when Camera's Component "Post Anti-aliasing" is set to "TAA" and Dynamic Resolution's "Forced Screen Percentage" is changed
- A deactivated Prefab's name color becomes white when a GameObject in the scene is deactivated
- The Game view becomes blank when using Frame Debugger with MSAA and Texture binding enabled in Play Mode
- NullReferenceException is thrown when changing the Inspector preview selection
bddckr
Sep 14, 2016 10:39
This bug also shows up when setting the Rendering Path to Deferred. (See the link in my previous comment.)
gomez_addams
Sep 13, 2016 05:48
I should have mentioned, this bug is still present in 5.4.1f1
gomez_addams
Sep 13, 2016 05:46
This bug has killed our use of adaptive quality in TheLabRenderer. Anything lower than maximum quality causes view distortion in the HMD, whether automatically computed or manually set with the hotkeys.