New Selection Outline Changes Breaks Visually In VR
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Observer.
The new selection outline changes cause the outline to be rendered differently in each eye while in VR.
This can cause a crosseyed effect because the outline does not match what would naturally be seen.
There is no need to use each camera in VR for the 2D outline effect. Please fix this.
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Tupper - VRChat Head of Community
closed
Closing due to age and inactivity.
T
TCL
in progress
Isaac Murdock
Observer. we didn't have luck reproducing this sadly, any other info or variable you can think of would be appreciated!
Observer.
Isaac Murdock: Im not sure what else to tell you. Certain shaders that use each vr eye camera position/rotation break because one eye will always be at a different angle so you will never be seeing the same thing in vr. The previous outline shader for vrchat had no issues in vr.
Observer.
or if the shader is indeed using the head position rather than each eye then maybe each eye is the answer. I don't know how the current outline shader is written.
Isaac Murdock
Observer.: kk thx
Dj Lukis․LT
Offset is screenspace, no post processing used
T
TCL
Dj Lukis․LT: I assume based on the controller model you're on a Rift? Are you running the SteamVR or Oculus version? Also, if you're running the SteamVR version what is your supersampling set to?
Dj Lukis․LT
TCL: SteamVR, here's a video of me switching app scaling realtime via "SteamVR Advanced Settings". The active resolution is in first 2 magenta lines(unitys _ScreenParams shader parameter)
This also shows outline cross-eye bleeding. When with more offset, it does make it a little to eye fov on oculus and can be noticed with black background
Same behavior on both VRHigh and VRLow settings
T
TCL
Dj Lukis․LT: I've figured out the cause for this issue and have a workaround. The selection highlight is rendered at half the screen resolution, when the eye render target width is an odd number this introduces a rounding error which is visible as an offset.
Until this can be fixed in a future patch you can workaround this issue by increasing or decreasing your SteamVR supersampling by a few percent until the resolution shown by SteamVR has an even number width.
owlboy
TCL: Woot!
T
TCL
Observer. Can you elaborate on how the outlines in the two eyes are being rendered differently? Are they offset from other another? If so by how much?
Can you take a 3D screenshot using SteamVR (Hold the system button and pull the trigger) and attach it to this post?
Observer.
TCL: So apparently the steam screenshots don't even show the outline in the right eye. While in game I can see that some of the cube is outlined in my right eye. You can see in the screenshots how if you were to view these two images together in VR it would break due to one eye having the outline and the other missing so much of it.
Also further information, I am running a WMR HMD set at a render target scale of 2 and at 200% resolution in steamvr. So that should be a resolution of 2253x2253 per eye but its probably more.
T
TCL
Observer.: It looks like this issue may be WMR specific as we can't reproduce it on Vive or Rift. I have an Odyssey+ so I'll try to see if I get the same issue with it.
Also SteamVR should tell you the exact resolution on the Video tab of its settings where you set its supersampling. It probably isn't important unless it was set really low.
Observer.
TCL: If it is wmr specific that would explain why some people still use shaders in vrchat that mess up by showing two different things in each eye if they cant see the issue. It is common with the parallax shaders, or some shadertoy converted shaders.
Specifically I have the Dell WMR, should be set at default IPD.
I quoted the steamvr resolution of 2253x2253 per eye, but because wmr has the default render target scale of 2 I am not sure if that would actually make the resolution 4506x4506 per eye. According to microsoft it is meant to increase the supported resolution but the steamvr resolution does not appear to change with the render target scale.
T
TCL
Observer.: I've figured out the cause for this issue and have a workaround. The selection highlight is rendered at half the screen resolution, when the eye render target width is an odd number this introduces a rounding error which is visible as an offset.
Until this can be fixed in a future patch you can workaround this issue by increasing or decreasing your SteamVR supersampling by a few percent until the resolution shown by SteamVR has an even number width.