De-Panther / unity-webxr-export

Develop and export WebXR experiences using Unity WebGL
https://de-panther.github.io/unity-webxr-export/
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Tearing and latency running in browser #386

Closed instbldrjems closed 4 weeks ago

instbldrjems commented 4 weeks ago

Describe the bug When running in the Quest Browser, I get significant image tearing and heavy latency. The scene runs fine on my Windows PC using Quest Link. I have turned off some components of the rig that I do not need for this demo, such as the Locomotion system, but this has not helped. I also removed most of my objects, but the issue does not seem to be that I have too dense a scene. camera origin camera

To Reproduce Steps to reproduce the behavior:

  1. Go to 'https://ww-webxr.com/' in the Quest browser
  2. Click on 'VR'
  3. Scroll down to '....'
  4. See error

Expected behavior I should be able to have a smooth VR experience, and be able to use distance grab to pick up the rock object on the ground.

Screenshots If applicable, add screenshots to help explain your problem.

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Additional context Add any other context about the problem here.

instbldrjems commented 4 weeks ago

Hi --I actually just upgraded my project to U2022.3.41, and the behavior is different. The VR is now stable, with no tearing and latency problems, but now it is only rendering the right eye -- the left eye is black. So this is sort of an improvement....

I see other posts regarding this, and will explore suggested solutions, but do you have any idea why only one eye would be rendering?

De-Panther commented 4 weeks ago

Didn't try 2022.3.41, maybe bug in the XR Display Subsystem on web in this version.

Regarding performance, URP has overhead over BiRP on web. So you can try BiRP and the BiRP samples. The XR Display Subsystem has even more issues with BiRP on web, so disable it(in the WebXR Settings) when using BiRP with the BiRP samples. (The BiRP samples have different XR Rig that use multiple cameras instead of one)

instbldrjems commented 4 weeks ago

Hi --

Your suggestion to revert to BiRP basically worked. Disabling the XR Display Subsystem actually caused other problems, so I left that box unchecked in the WebXR settings. But I now have both eyes rendering, so thank you very much!

Jeremy


From: De-Panther @.> Sent: Tuesday, August 13, 2024 4:51 PM To: De-Panther/unity-webxr-export @.> Cc: jschwartz wireframe-world.com @.>; Author @.> Subject: Re: [De-Panther/unity-webxr-export] Tearing and latency running in browser (Issue #386)

Didn't try 2022.3.41, maybe bug in the XR Display Subsystem on web in this version.

Regarding performance, URP has overhead over BiRP on web. So you can try BiRP and the BiRP samples. The XR Display Subsystem has even more issues with BiRP on web, so disable it when using BiRP with the BiRP samples. (The BiRP samples have different XR Rig that use multiple cameras instead of one)

— Reply to this email directly, view it on GitHubhttps://github.com/De-Panther/unity-webxr-export/issues/386#issuecomment-2287116449, or unsubscribehttps://github.com/notifications/unsubscribe-auth/AGE2T5RTKV47QHHT73ZJG63ZRJWWLAVCNFSM6AAAAABMNG32FKVHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMZDEOBXGEYTMNBUHE. You are receiving this because you authored the thread.

De-Panther commented 4 weeks ago

As I said, the BiRP sample has different rig for no XR Display Subsystem. If you use the URP rig with BiRP you still need to use the display subsystem.

But whatever works for you. Different Unity versions, different issues.