#So
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TAAU + 2022.2 + DX12 + RT works fine. Did not see change of colors, but was not able to do 1:1 comparison
also SteamVR works fine, just needed to set Steam as OpenXR default
Steam a bit slower than Oculus, if supe rresolution is deactivated
with default 150% resolution it's much slower
Alright, I will dig into the colors issue to see if that is project upgrade related. I have once before encountered something similar after some changes related to Aces Cg / SRGB color grading space were introduced.
So it seems that besides DLSS everything works. That being said, DLSS in 2021 is also a bigger problem in VR. Not THAT bad, but still has bigger issues
Yes, that might also be worth a bug report (SteamVR performance). I am doing everything on Oculus backend but I'm not sure if this will give trouble for non Oculus users.
Hmm
not sure why they set 150% resolution as default, but they always did so
looks better, but has BIG hit on performance
Ah I get it now, well if you think it's ok then I will skip that, I don't have anything installed to test that route
this is especially bad in HDRP with post processing stuff
yes, it's not a bug, and also I once saw this in Unity HDRP documentation as a warning
maybe important for the bug report: DLSS runs fine with DX11 on 2022.2 + VR
So the culprit is DX12 + DLSS
Might be because there is no ray tracing in DX11
I also tested RT off + DX12 + DLSS
I'm trying to get VR to work in a new project but I'm having some different issues
this did not work
might be related to compute shder stuff, if DLSS is using those
I guess I made it run in build
albeit slow
I switched off async compute shader in HDRP settings
30 fps, DLSS, RTGI
Which setting exactly? I'll give it a try ๐
I'm also having the weird color issue in another project, it seems caused by somewhat distorted reflections, I might be able to show it in a sec
Asynchronous Compute Shader
(On Camera)
Just untick the first box
Asynchronous Execution
That will fix DLSS for standalone?
yes
in 2022.2 at least
Have not checked 2023.1, as I don't want to go through the endless amount of crahses again
I understand
I'm having a lot of new issues with HDRP VR currently, I can't even get to the bug reports ๐
Ok, the first bug report has been submitted. It was related to ray traced reflections in standalone vs editor when single pass instanced was enabled.
IN-29319 - [HDRP VR] Ray traced reflections in standalone do not match reflections in editor
I will continue after dinner ๐
Nah it's all good. I'm doing the DLSS one now.
Ok, second one is out the door.
IN-29324 - [HDRP VR] Black screen flickering when DLSS is enabled in standalone build
I will now be doing the ray tracing memory leak / slowdown which requires the editor restart bug report.
The third one has just been sent:
IN-29330 - [HDRP DXR] Changing ray tracing settings results in performance loss requiring an editor restart
The last one (DLSS Ultra Performance) is more of a QOL thing, but it can confuse new users for sure ("why is DLSS not giving me a better framerate?") so I will report it anyways.
And done.
IN-29337 - [HDRP] DLSS "Ultra Performance" mode has wrong label or value
I can temporarily work around the DLSS flicker issue by using TAAU, but the ray traced reflection issue is going to make it impossible to make standalone builds for now.
if you switch async compute shaders off, it works, though
maybe you can add this to IN-29324
I made a build with DLSS + RTGI, and it works with SteamVR and Oculus
Yup, I added that as extra info ๐
QA is currently looking into IN-29319 and IN-29324. These are the most important issues so I am glad these got picked up first. It is not going 100% smooth so far but I think if I go through the steps with them we should be able to get there.
Hey @rugged mural , I've created a forum post with a test build. If you could give this a try and let me know your results, it would be very much appreciated. I really hope we can get DLSS VR back in working order in Unity 2023.
https://forum.unity.com/threads/dxr-in-virtual-reality-possible-or-not.992183/#post-8816209
Did you get a fix for the standalone colors do not match editor colors? I'm currently having the same issue