GodotVR / godot-xr-tools

Support scenes for AR and VR in Godot
MIT License
513 stars 74 forks source link

Black screen on Quest 2 if anti-aliasing is enabled #498

Open skooter500 opened 1 year ago

skooter500 commented 1 year ago

Hey

I am using Godot 4.1 with the XR Toolkit. If I set MSAA 3D to Disabled (Fastest), the project runs fine on Quest 2, however if I set it to any other value (2x, 4x, 8x) I get black screen on quest. I have tested this with two projects using remote debug.

If I use Oculus Link, the project runs fine and I can see the anti-aliasing is enabled. Its just when deploy to Quest, with any setting other than disabled for anti-aliasing I get black screen.

Here is a project you can try that demonstrates the problem:

https://github.com/skooter500/miniature-rotary-phone

If you open the scene Hybrid1_xr

You will see what I am talking about

Bryan

papataci commented 1 year ago

Can confirm that, same problem here, Godot 4.1.1

Blaxxun75 commented 1 year ago

Same problem on 4.1.2 here

lorenzoh commented 1 year ago

Same on Quest 3 here using 4.2beta-1 and self-compiled godot_openxr_loaders

GaelFG commented 11 months ago

Confirm with 4.1.2 on meta quest 2. msaa 3d at any level exept disabled : sound work and game 'seems to run' no warning message ou error. disabling msaa : game work 'normaly'. No problems on web build (via the same headset and an htc headset), pc desktop build (either via oculus link or a htc headset) or editor via oculus link.

Malcolmnixon commented 11 months ago

The MSAA fix for Vulkan https://github.com/godotengine/godot/pull/83649 only got merged in to master 2 days ago, and the MSAA fix for gl_compatibility https://github.com/godotengine/godot/pull/83976 is still waiting to be merged.

You would have to build Godot from source, or wait for the Godot 4.2-beta.4 release to test.

rafa985 commented 11 months ago

Just tested on Godot 4.2 beta.5 on quest 2. MSAA wont make the screen black, but it does not work either, still have plenty aliasing even at 8x. Isn`t there any way to get any kind of AntiAliasing on Meta Quest standalone?

GaelFG commented 9 months ago

The MSAA fix planned for 4.2 was postponed on 4.3.1 : https://github.com/godotengine/godot/pull/83976 I still haven't tested the 4.3.1 beta build Currently on quest 2, godot 4.2.1 and mobile renderer FXAA does work.

krisutofu commented 6 months ago

When using Godot XR Tools, MSAA gives me a black screen (on Meta Quest 2).

When using XR Kit instead, it freezes the camera image when, at the same time, the head rotates a certain number of degrees away from its first position AND the OpenXR Hands are out of the camera image.

Really, I did not find this reason by searching the web.

I am using Godot 4.2.2-rc1.