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-The order in which we would acquire the new depth texture and start using it for rendering was subject to a race condition between tasks queued for the RHI and Render threads. This race was resulting in rendering to the previous depth buffer on perhaps 1/50 frames on VisionOS. VisionOS does not have an RHI thread, but the two separate task queues appeared to be processed in an inconsistent order (perhaps based on when they were enqueued from the game and render threads. It is unknown if this problem actually happens in the case where there is a render thread. The depth buffer is not always used, and off by one errors with it are probably generally more subtle. They became obvious on VisionOS because any 32x32 pixel block where the depth is always 0 is not displayed at all leading to these sawtooth edges on mixed reality objects rendering against the passthrough background. -Here I move the acquire up to the same place where we acquire the color texture on the Game Thread. #jira UE-224016 #rb erica.stella [CL 37102212 by jeff fisher in 5.5 branch]
17 lines
650 B
INI
17 lines
650 B
INI
; NOTE: most values should be added to BaseVisionOSEngine.ini unless there is a very specific reason for it
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; items added here will take priority over the project's DefaultEngine.ini. Use the project's VisionOSEngine.ini to override values here.
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; These settings should be considered 'recommended platform defaults'
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[/Script/Engine.RendererSettings]
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; These settings are always required for VisionOS, so we override any other project settings.
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vr.InstancedStereo=False
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vr.MobileMultiView=False
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xr.OpenXRAcquireMode=1
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// These are required for .mixed mode, aka AR
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;r.Mobile.PropagateAlpha=1
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;r.PostProcessing.PropagateAlpha=1
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;r.AlphaInvertPass=1
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