#Is it only on android
1 messages · Page 1 of 1 (latest)
built in
and yes only on android
2019.4.40ithink
I can version hop around though
Ah I don't have experience with built-in and unity 2019 (just 2020 and up)
So not sure where to look
a friend of mine says 2021 urp is also affected
Do check if you use different quality presets for android and pc
he says if he does box projection manually it doesnt happen
we yanked some code from catlike coding
box projection of cubemaps
In 2021.3 with urp I have no issues with reflection probes. With or without box projection
So maybe try in a blank project to see if you can reproduce the issue
dang. Ive been clinging to 2019 LTS because its the only way I can get a full synty scene at 120hz
none of the other versions or pipes can do it
¯_(ツ)_/¯
im talking unlit
as basic
as it gets
Owh 120hz is hard to push without SpaceWarp.
Can't make promises on that haha
asw+fsr sound good combo but ... again it seems like its just minesweeper
also then we're talking vulkan
and I just havent had any good experiences yet
on quest 2
I have good experience with it in recent unity versions as well
It's out of experimental now even
Ffr can help a lot with performance as well. Especially on quest 2 it's not even that noticable
I wonder if someone has pre-made project with all this stuff. FFR hurts text so bad though
Ive heard about people rendering text on a seperate camera or layer setup but ugh
I think oculus also has some functionality in their sdk for that some kind of overlay
If you want appSW here is a demo project
https://github.com/smitdylan2001/ApplicationSpaceWarp/tree/2021.3
I might as well try it. URP has better vertex lighting
still gonna try to keep it really "mobile game"
Also has a tool to apply settings. And all settings should be tuned for performance