Open talesrt opened 1 week ago
CC @godotengine/xr
Hm, I've got two personal projects using Godot 4.3-beta1, that I'm running with the compatibility renderer and MSAA 2x on the Quest, which run fine. I just re-tested one of them on the Quest 2, since I mostly test with Quest 3, and it works fine on that headset as well.
Can you share an MRP?
Same question as @dsnopek , been running this config for a long time without issues but mostly testing on Quest 3 but also recently on Pico 4. So there has to be something else at play here.
Also it would be interesting to see if https://github.com/godotengine/godot/pull/93530 resolves this, simply because it removes a bug that introduces a serious performance drain.
Maybe related to #92910 (comment)
Yeah I think it's a duplicate of the issue referenced above. @talesrt that issue should be resolved in 4.3 beta 2.
Tested versions
4.3 beta 1
System information
Oculus Quest 2 - Godot 4.3 - Compatibility
Issue description
When using compatibility mode for rendering and applying any kind of MSAA antialiasing the game makes the OCULUS Quest 2 hardware go to 100% Gpu and instantly crashes the OS. Problem happens when using Remote build.
Steps to reproduce
Minimal reproduction project (MRP)
N/A