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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.
Comments (13)
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pojoih
Aug 17, 2017 00:13
VRSettings.renderscale works fine btw, but renderviewportscale shifts the whole viewport again
pojoih
Aug 17, 2017 00:12
Still broken in 2017.1p3
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.
DylanF
Mar 28, 2017 20:39
Still broken in 5.6.0f2
Lacvapps13
Feb 24, 2017 01:51
Still Broken in 5.5.1p3
go1dfish
Feb 19, 2017 21:31
Still broken in 5.5.1f1 and still incredibly frustrating.
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.
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.
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