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Nothing except for world environment renders to XR camera. #65864
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I was able to make it work by deleting and recreating the XRRig instance in the root scene. With you testing project, it seems like some children of the XRRig (including the XRCamera) were missing. There was a warning next to the XRRig instance due to this. Also, the hand tracking doesn't seem to work with the |
@Evanaellio the xr camera is missing? that's odd, the project on my computer has the camera and shows no error. Can confirm; deleting and re-creating the XRRig instance resolved this... odd. |
Scratch that... |
This issue persists into Godot version: v4.0.beta2.official [f8745f2] For me, when I'm testing this on the Valve Index. |
Tried out the test project, also on a Valve index. Runs for me. The camera does start on the floor so when the headset isn't tracking yet you're "inside" the floor and it won't render. Also the floor has a Y extends of 1 meter so it will be waist high, if you're seated it's possible you might still be inside of the floor when tracking, move it down by a meter and it will be flush with the ground. @Evanaellio is also correct about using skeleton. The skeleton pose is placed at the base of the hand if hand tracking is used. |
I don't know what happened to the old test project, but it's corrupt or something because of what I'm reading compared to what it was when I uploaded it, I've made a fresh project that's just as basic. Also, I do not track inside the floor, unless tracking space is set to 'local' in the OpenXR reference space. Here is a video showing what I am experiencing. And if you want the current 'new' test project I've just spun up to see if the discrepancies persist. |
Is there anything else I could try to provide to help figure out what is causing this? |
I'm willing to brainstorm on how to troubleshoot this, I really want to give godot an honest shot with something I actually like. |
If you aren't there already the best advise here is to join the Godot Discord server (see https://godotengine.org/community) and come to the XR channel. Loads of people there, and I myself try and spend an hour or so each day there as well to answer questions. This way it's faster to exchange ideas and see what the issue you are having is. It's really weird seeing I can't seem to reproduce it with your test project even though I'm using the same headset. Maybe others there can give it a try too and see what we're missing. Have you tried this demo to see if the same thing happens? https://github.com/BastiaanOlij/godot4_openxr_demo |
I just ran your demo and everything is working as expected... |
Current troubleshooting attempts:These are attempts done in my provided project.
Logs from most recent attempt:
Odd behaviour(s)Just from looking between the two projects (mine and the one provided by Bastiaan), the logs are identical but the project provided by Bastiaan is somehow superior since it's the only godot xr project on my computer that is rendering the world correctly. Personal conclusionI'm just gonna wait for beta 3, it seems like some weird and isolated event that my computer is really good at manufacturing. |
Issue persists into beta 3, but with a new quirk. ScreeshotShowing performance graph, vr view, and godot's remote and local view. Logs
Additional notesThe XR example project provided by Bastiaan still works just fine, but the desktop window has the same artifacts as the one shown in the screenshot. |
Issue persists into v4.0.beta4.mono.official [e675154], including desktop viewport looking corrupted, and with the nasty performance graph. Not enabling the xr viewport renders the world just fine, but with terrible performance. LogsNo change, looks normal.
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Thanks to the user 'DETOX#0236' on discord, he asked me to try using the 'clear color' background mode instead of skybox, and that worked! |
Same issue for me on 4b7, on an AMD Radeon RX 6950 XT and using SteamVR The projects i create, i can't see anything except the sky. I tried following the tutorial on the godot docs website and Bastiaan Olij's youtube tutorial to the letter but the issue persists. Project I made from scratch that doesn't work : Vr Proj.zip I'm really confused regarding what's happening or what I did wrong for it to not display anything. |
Here are some updates from the Godot discord:
But, this may introduce other graphical anomalies in XR. (From my experience while testing this workaround)
Incorrect depth testing is visible while MSAA is disabled, and the background color is set to clear color. |
1SMOL, you are my savior. |
I did some testing on this issue using the latest beta (16) and the latest master (68299e0). If I move my head fast I can see parts of the mesh flicker into the picture so it really seem to be a render order issue. If I switch from Forward+ to Mobile or Compatibility it works fine. Also the godot4_openxr_demo doesn't render anything visible as soon as I switch it to Forward+. Using the same AMD system on Arch Linux (RADV) rendering works fine with Forward+ even without the MSAA+ClearColor workaround. Another system with an Nvidia GTX 1080, Win10, Quest 2 also works fine without any workaround. Here is my minimal project (just an XRCamera, a mesh and the workarounds): Here are the errors I get when
*edit: The error messages only occur when enabling MSAA |
Issue persists into v4.0.rc1.official [8843d9a]. XR rendering in 'forward+' is a no go, regardless of all the available 'work arounds'. XR rendering in 'mobile' or 'compatibility' works if:
This was tested on Windows 11 with a Radeon RX 6800 XT. |
for me the AMD Adrenalin 23.2.2 update fixed this issue |
Indeed, the latest stable release of AMD drivers resolves this issue. |
Thanks for updating! I'll go ahead and close this issue now. |
I've been able to reproduce this in 4.0.2 with AMD Driver version 23.3.2 when Submit Depth Buffer is enabled, MSAA disabled, and using Sky instead of Clear Color. |
Does it work if you disable "Submit Depth Buffer"? I don't think this option works at the moment. |
It looks like the latest AMD Pro drivers can cause this as well; I reproduced in 4.1.1-stable with the following conditions:
Behaviour:
Issue is resolved after installing AMD Driver Adrenilin Edition 23.7.2 (although enabling "submit depth buffer" still exhibits the same behaviour as listed above) tldr:
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Godot version
v4.0.beta1.mono.official [4ba934b]
System information
Windows 11
Issue description
While trying out the beta, the
use_xr
bug seems to be fixed, but now, nothing renders to the camera but the environment.Steps to reproduce
Minimal reproduction project
Prototype Testing Project
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