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Repository for VR Bugs reported through tickets and community outreach
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Shadows not rendered correctly in Fallout 4 when using WMR headset #3

Open BPHardware opened 6 years ago

BPHardware commented 6 years ago

Issue - Some shadows are only rendered in the right eye when using a WMR headset in Fallout 4.

OS/GPU drivers - Windows 10 stable (17134), Nvidia 398.11 (and 397.93, updated after discovery)

Steam Client/SteamVR Version - Beta client, duplicated with both stable and beta of SteamVR

VR Equipment/Software Version - Acer WMR Developer headset, latest WMR for SteamVR build

Community Source Links - https://www.reddit.com/r/fo4vr/comments/8ixdrh/wmr_shadow_issue/ https://www.reddit.com/r/WindowsMR/comments/8jnleh/fallout_4_vr_shadow_issue_with_wmr/ https://steamcommunity.com/app/611660/discussions/0/2828702372996639397/ https://steamcommunity.com/app/611660/discussions/0/1729827777342067128/

Repro Steps -

Using a WMR headset with the game and walking around for a bit should allow you to see the issue. The different renders given to each eye produce a shimmer on some things. Seems to be distance-variable - occurs at long and medium range, but not as you get close to the shadow.

Expected - Scene objects and shadows are rendered with similar properties in both eyes Encountered - Shadows are not rendered on some objects correctly in the left eye.

Additional notes: Seems to be pretty widely reported, possibly related to April 27th update to the game. Unable to reproduce using Vive Pro.

KWS-Compat commented 6 years ago

Here are the results of our investigation. A second issue related to this was also found and will be added below. Fallout 4 VR

On WMR HMDs, surface reflections, normal map shadows and sky lighting are based on HMD orientation.

Repro Steps:

  1. Launch Title on a WMR headset
  2. Enter an environment with fully or partially reflective surfaces (ex: the painted walls and linoleum in Vault 101)
  3. Move you head from side to side while Observing the cubemap(static reflected image).
  4. Enter an outdoor environment with normalmap shadows.(ground texture with large rocks)
  5. Use the Wait function to a time close to sunset(to show long shadows)
  6. Rotate your head from side to side while observing the shadows play along the surface.

Expected Result: Cubemaps are anchored to the world and parallax properly. shadows remain static to light sources. Encountered Result: Surface reflections and normalmap shadows rotate with the camera causing them to shimmer like the light source is following the player's head.

Repro Rate: 5/5

Config Details: Issue does not appear to be CPU or GPU bound

Build:

Additional Build Notes: Does not occur on an older April 27 beta version

KWS-Compat commented 6 years ago

Fallout 4: VR On WMR HMDs, Decals shift in the right eye view based on HMD rotation.

Repro Steps:

  1. Launch Title on a WMR headset and enter game.
  2. Fire a bullet at the ground to create a bullet hole decal.
  3. Move you head from side to side, Observe how the decal parallaxes.

Expected Result: Decals parallax properly and render slightly different images to each eye to create a 3d effect. Encountered Result: Right eye displays decals at the wrong depth and shift based on HMD rotation.

Repro Rate: 5/5

Config Details: Issue does not appear to be CPU or GPU bound

Issue occurs on Only Windows Mixed Reality headsets

Build:

Additional Build Notes: Does not occur on an older April 27 beta version

KWS-Compat commented 5 years ago

The issue was observed to still occur as of: SteamVR Beta Build: 1.3.16 WMR for SteamVR Build: 3445340 App Build: 2772164

Tested Hardware: Observed CPU: AMR Ryzen 5 1600X Observed GPU: Nvidia GTX 1080 Ti

KWS-Compat commented 5 years ago

Issue has been observed no longer occur as of: SteamVR Beta Build: 1.6.10 WMR for SteamVR Build: 1.0.582.