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Duck-themed multi-user virtual spaces in WebVR. Built with A-Frame.
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No Shadow on 3D objects in quest #1924

Open Arkrixe opened 5 years ago

Arkrixe commented 5 years ago

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:

  1. Go to mozilla hub with an Oculus Quest
  2. Click on Create and import glb or files
  3. See no shadows appearing at all (only white object), no projected shadow either on Quest.

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

misslivirose commented 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.

Arkrixe commented 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.

Thank you for your reply. If it's for performance considerations, is there a way to activate shadows on Quest then?

francescoc89 commented 4 years ago

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...

evhan55 commented 4 years ago

@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!

misslivirose commented 4 years ago

@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.

robertlong commented 4 years ago

It should work on some scenes, but we can't set it as the default. The real-time lighting is still too expensive.

vhelin commented 3 years ago

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

vhelin commented 3 years ago

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...