Open Arkrixe opened 5 years ago
Hi @Arkrixe - this is expected behavior that we do for performance considerations, so I've changed this from a 'bug' to an 'enhancement'. Thank you for filing - we'll keep this open to track improvements as we're able to make them to lighting/shadows on mobile and standalone headsets.
Hi @Arkrixe - this is expected behavior that we do for performance considerations, so I've changed this from a 'bug' to an 'enhancement'. Thank you for filing - we'll keep this open to track improvements as we're able to make them to lighting/shadows on mobile and standalone headsets.
Thank you for your reply. If it's for performance considerations, is there a way to activate shadows on Quest then?
Hello, any update on this? I'am a Civil Engineer working with models of buildings, and it will be really useful to cast shadows of the buildings that I have created with other software and exported in GLB, otherwise I need to redraw from scratch the plant using spoke...
@misslivirose Bump
Is there any workaround for this? I tried importing the GLB via Spoke instead but that didn't work either. We would love to have shadows in our objects on Oculus headsets if however possible for some remote-learning applications we are using for virus response. Thanks in advance for your time!
@robertlong - I don't have a Quest to test this on, but is the Medium quality mode available to swap to in an HMD?
The alternate workaround is to bake the lighting into the models, which can be done in external tools. Spoke doesn't have lightbaking, but if you've created a scene in another application those maps are supported.
It should work on some scenes, but we can't set it as the default. The real-time lighting is still too expensive.
Please add a way to enable shadows on Quest platform. We now have Quest 2 which should be able to handle shadows as well, especially in some simple scenes... Real-time lighting it not so expensive these days especially in simple scenes. Without lighting and shadows the graphics look like they were made in the 1990's. :D
I finally managed to complete my small Hubs project -> a small room with custom code in it. If I load the 3D assets using ThreeJS and don't put them into the scene using Spokes, I can enable and disable lights and shadows that way. With lights the performance in my small scene is quite ok on Quest 1 and Quest 2, but with shadows turned on Quest 2 gives something like ~15fps! The performance is pretty horrible when compared to what can be done using Unity3D and Quest 1...
Description There are no shadows on imported 3D objets (glb files) on Oculus Quest. Shadow works on Vive or browser but not on Quest (tested on both Oculus Browser or Firefox Reality)
To Reproduce Steps to reproduce the behavior:
Expected behavior See shadows on objects like what we have on Vive
Screenshots Browser : https://framapic.org/X64XMTzrNXpT/xNFZXoeZlzXi.jpeg Quest: https://framapic.org/P5ATiI6IkZRW/g5sfuO2u7IP5.jpg
Hardware
Additional context Please update me
┆Issue is synchronized with this Jira Task