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Fixed in 12.0.X

Votes

10

Found in [Package]

10.1.0

Issue ID

1312813

Regression

Yes

[XR][URP] BeginCameraRender method is lagging behind when using URP

Package: Scriptable Render Pipeline Universal

-

Reproduction steps:
1. Open the user's attached project "Lag Test 2020.2 URP.zip"
2. Load the "Mirror_" scene
3. Enter Play mode
4. Move HMD around and observe the reflection under the car GameObject

Expected result: the reflection and the car GameObject are in sync
Actual result: the reflection lags behind a few frames

Reproducible with: 10.1.0 (2020.2.0b9), 10.3.1 (2020.2.4f1), 11.0.0 (2021.1.0b7), 12.0.0 (2021.2.0a4)
Not reproducible with: 9.0.0-preview.72 (2020.1.17f1)
Could not test with URP 10.0.0-preview.26 due to multiple shader compilation errors; 2018.4 and 2019.4 due to project breaking after downgrade

Note: the reflection lagging is most noticeable in the HMD, however, it is still visible in the Game view too

Tested with:
- Oculus Rift

Comments (2)

  1. A29412510e46a973787d407082c8de34?d=mm

    AkilliMum

    Mar 23, 2021 13:25

    if you register to beginCameraRendering event, and try to take VR tracker properties, it seems it gives you previous frame's results! It creates unwanted laggy results if you do a render in that event with those values. 2020.1 does not have that problem! Like this:

    var allDevices = new List<InputDevice>();
    InputDevices.GetDevices(allDevices);
    InputDevice tracker = allDevices.FirstOrDefault(d => d.role == InputDeviceRole.HardwareTracker);

    so the tracker's leftEyePosition etc. is wrong!

  2. 0ec3623efda4a36784f62e92b41863a3?d=mm

    hung_unity298

    Mar 18, 2021 19:51

    We just updated to 2020.3 LTS and we're also getting this error. Device: Oculus Quest-Link

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