High FOV headsets occluding within view
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akalink
I run a WMR headset, it appears that the headsets field of view is larger than other headsets. This can cause lights to occlude when they are still in the Field of View
Watch the video and look at the left portion of the screen.
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akalink
I learned the issue is caused by dark pixels taking longer than light ones to render. This can be fixed or at least less severe by using light probes instead of mixed or realtime lighting.
blueasis
akalink: I dont think this is it, the issue is only present on real time spotlights specifically, nothing else. As far as im aware its just an old version unity bug.
Observer.
Can confirm this issue with dell WMR. It shows up in steam screenshots as well if you need more examples.
When I tested it appeared that the lighting was split into quadrants around the player, and because the FOV is much bigger than the cone it would create dark spots until the player turned their body into the next quadrant to enable lighting in that quadrant.
S
ShadowForest
OH! So that's what it is? It's been bothering me so much why so many worlds seem to have random dark areas in a single eye if you turn the wrong way
akalink
ShadowForest: apparently it’s not occlusion, but some other issues regarding pixel lighting. I don’t quite understand it yet.