GodotVR / godot-xr-tools

Support scenes for AR and VR in Godot
MIT License
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Both eyes are rendering the same image, causing dizziness #610

Closed raflyyyanuar closed 6 months ago

raflyyyanuar commented 6 months ago

Unlike the Godot XR Tools Demo, the Godot XR Tools render the same image to both eyes.

Minimal reproduction:

  1. Download the 4.3.1 Godot XR tools.
  2. Inherit SceneBase. Set it up however you want. I just add a ground with collision and some environments to look at.
  3. Play the scene with your VR headset (I use the Meta Quest 2)
raflyyyanuar commented 6 months ago

I think the problem is caused by WorldEnvironment. When that gets deleted, it performs as expected. I just don't get why using a WorldEnvironment will cause this problem.

Anyway, this is my env.tres:

[gd_resource type="Environment" load_steps=4 format=3 uid="uid://2pb77lj2ovsf"]

[ext_resource type="Texture2D" uid="uid://eca1rsshqv2w" path="res://assets/common/images/sky_hdris/DaySkyB.exr" id="1_hctme"]

[sub_resource type="PanoramaSkyMaterial" id="PanoramaSkyMaterial_j45fp"]
panorama = ExtResource("1_hctme")

[sub_resource type="Sky" id="Sky_dn2re"]
sky_material = SubResource("PanoramaSkyMaterial_j45fp")

[resource]
background_mode = 2
background_energy_multiplier = 0.4
sky = SubResource("Sky_dn2re")
ambient_light_color = Color(0, 0, 0.172549, 1)
reflected_light_source = 2
tonemap_mode = 1
ssr_enabled = true
ssao_enabled = true
ssil_enabled = true
fog_density = 0.001
raflyyyanuar commented 6 months ago

After some checkings and uncheckings, I found out that the problem arises when SSR is enabled. Why is that? Oh, and the problem is fixed by disabling SSR.

Edit: typo