To make post-processing work on standalone/built in pipeline you need to make sure the rendering mode is set to multi-pass, post-processing is not supported on multi-View. You change this on Project Settings -> XR Plug-in Management -> Oculus -> Stereo Rendering Mode. This will affect the rendering performance a lot though.
Once again!! Valem saves the day! I swear dude, when im bout to think it just can't happen. I always do one last check with Valem and I swear you have a video specifically to fix the issue Im having. Thanks man. My new vr experience I'm doing for my wifes birthday is looking so much better now with all the effects.
I was havung major issues witg my URP project shimmering and really jaggy. I converted it to built in and it cured everything. I have no clue what my issue was with URP but i wilk be using built in from now on.
To make post-processing work on standalone/built in pipeline you need to make sure the rendering mode is set to multi-pass, post-processing is not supported on multi-View. You change this on Project Settings -> XR Plug-in Management -> Oculus -> Stereo Rendering Mode
Great video! Love to see a step into the optimization management which has always been super hard for me specifically. Do you have any suggestions for understanding a save and load function? I'm using basic playerprefs to save and load but since it's a huge part of every game i feel like there's a more organized way to do it. btw there is only the 00:00 intro timestamp in the description
I used some sort of binary encoding for my save system in Crop Craze, let me go back and find what I did and I'll update you on it. If I remember correctly it was just an object or class or something that was used to define everything that could be saved and then it would just save all the pertinent variables into that and write it. EDIT: Here it is, I just added some wrappers to this tutorial from Brackeys that let me easily save grabbable objects locations if they have been grabbed and shouldn't be reset the next time it loads. th-cam.com/video/XOjd_qU2Ido/w-d-xo.html
I can't get this to work with OVRCameraRig. Tried everything I can thing of. Thanks Figured out how to get it to work. Apply Volume to Center Eye Anchor. Worked great!
please can you describe more in detail how to do it, because i am facing the same problem. I added volume as a component to Center Eye Anchor but it doesn't work
Works fine in PlayMode but in Android build (for VR) I dont see any effects. Also I think the whole lighitng/shadows are missing. Where could be a problem?
To make post-processing work on standalone/built in pipeline you need to make sure the rendering mode is set to multi-pass, post-processing is not supported on multi-View. You change this on Project Settings -> XR Plug-in Management -> Oculus -> Stereo Rendering Mode
Amazing video thank you soo much!! Can you do a video about event trigger like teleporting the player to another 3d environment/object in the same scene and all the possible events without coding. And I still don't get the diffrence between Xr toolkit and SDK and the multiple controllers and the versions of unity etc. And which setup is compatible with HDRP and URP for creating Vr games couldn't find any tutorials about how to setup a Vr game with them. I had a lot of errors by using XR interaction toolkit and HDRP or URP. Thank you for your content.
Awesome Video! But, one thing I've noticed is vignette effect creates a dark shaded area between the left eye camera and the right eye camera. Maybe because vignette is applied to the two cameras separately Do you know how to tackle this?
hello, great video!! I wanted to ask you if you could give some advice to make a vr application lighter so as to run it in optimal conditions in stand alone (for meta quest 2)
Personally I wouldn't recommend using unity's post-processing for VR at all even the bloom, vignette and particularly anti-aliasing. For anti-aliasing (in URP), there's a MSAA parameter in the pipeline asset which when set to 4x or 8x, deos the proper anti-aliasing needed. For bloom and vignette, either you write you own light-weight post processing shader or use some assets store post processing solutions that is well optimized for VR, you even get the bonus of using other effects with those assets
@@maessof91 not really actually but unity's post processing peforms some effects in very complicated ways (for example, using multiple draw calls to achieve best results which is obviously more expensive) but those assets greatly simplify the implementation to the barest minimum which would still look good but very less expensive such that the gpu is well capable of it even for sterio rendering
With URP you lose like 10 fps just by using it compare to SRP, and for some reason the aliasing is more noticeable than with SRP so I wouldn't recommend use URP for VR
@@ValemTutorials not sure if its a bug, its been always that way, is the same with mobile platforms, URP is less efficient than SRP. As far as I know is only better on PC
@@ValemTutorials Yes he is right. I had hard time fixing the FPS. Finally, when I created a new project with the default RP, the frame rate stabilised. Not sure if it is a bug.
personally i hate post processing its like... a lie in the 3d reender world... i try to only use it just when is absoluty neccesary so this is very usefull data, thank you.
Everything in the game world is 'lying', the art of visual game design is to fake something that looks way more better and complexity than it actually it is. SO I agree with Christian, your statement is pretty wrong
To make post-processing work on standalone/built in pipeline you need to make sure the rendering mode is set to multi-pass, post-processing is not supported on multi-View. You change this on Project Settings -> XR Plug-in Management -> Oculus -> Stereo Rendering Mode. This will affect the rendering performance a lot though.
the left eye dont work
still no work
as stated @ 3:00 Unity 2022 URP does not have any component called " Post Processing " so use "Volume " component instead.
Once again!! Valem saves the day! I swear dude, when im bout to think it just can't happen. I always do one last check with Valem and I swear you have a video specifically to fix the issue Im having. Thanks man. My new vr experience I'm doing for my wifes birthday is looking so much better now with all the effects.
I was havung major issues witg my URP project shimmering and really jaggy. I converted it to built in and it cured everything. I have no clue what my issue was with URP but i wilk be using built in from now on.
When I use the Built in / Standard Pipeline the left eye is not rendering on oculus quest 2. I don't know what I'm doing wrong.
hey did you find solution i am facing the same issue
To make post-processing work on standalone/built in pipeline you need to make sure the rendering mode is set to multi-pass, post-processing is not supported on multi-View. You change this on Project Settings -> XR Plug-in Management -> Oculus -> Stereo Rendering Mode
Great video! Love to see a step into the optimization management which has always been super hard for me specifically.
Do you have any suggestions for understanding a save and load function? I'm using basic playerprefs to save and load but since it's a huge part of every game i feel like there's a more organized way to do it.
btw there is only the 00:00 intro timestamp in the description
I used some sort of binary encoding for my save system in Crop Craze, let me go back and find what I did and I'll update you on it. If I remember correctly it was just an object or class or something that was used to define everything that could be saved and then it would just save all the pertinent variables into that and write it.
EDIT: Here it is, I just added some wrappers to this tutorial from Brackeys that let me easily save grabbable objects locations if they have been grabbed and shouldn't be reset the next time it loads. th-cam.com/video/XOjd_qU2Ido/w-d-xo.html
I can't get this to work with OVRCameraRig. Tried everything I can thing of. Thanks
Figured out how to get it to work. Apply Volume to Center Eye Anchor. Worked great!
please can you describe more in detail how to do it, because i am facing the same problem. I added volume as a component to Center Eye Anchor but it doesn't work
Works fine in PlayMode but in Android build (for VR) I dont see any effects. Also I think the whole lighitng/shadows are missing. Where could be a problem?
Same Issue.
Bloom is actually quite expansive for optimization !
note: If you are using URP - Don't import POST PROCESSING... instead just add a VOLUME component.
I have white left eye, and postProc not working as i think
hey did you find any solution to this i am facing the same issue
To make post-processing work on standalone/built in pipeline you need to make sure the rendering mode is set to multi-pass, post-processing is not supported on multi-View. You change this on Project Settings -> XR Plug-in Management -> Oculus -> Stereo Rendering Mode
can you do a video tutorial of inverse kinematics body for XR Interaction toolkit? it would be wonderful!
Amazing video thank you soo much!! Can you do a video about event trigger like teleporting the player to another 3d environment/object in the same scene and all the possible events without coding. And I still don't get the diffrence between Xr toolkit and SDK and the multiple controllers and the versions of unity etc. And which setup is compatible with HDRP and URP for creating Vr games couldn't find any tutorials about how to setup a Vr game with them. I had a lot of errors by using XR interaction toolkit and HDRP or URP. Thank you for your content.
For the URP set up, why I do not have the Volume script, I already install the URP package in my project.
Any idea why Color Grading set in High Definition Range does not seem to work in standalone Oculus Quest2 VR in SRP?
Does this work with the oculus intervention and not the Unity XR toolkit rig?
Awesome Video!
But, one thing I've noticed is vignette effect creates a dark shaded area between the left eye camera and the right eye camera.
Maybe because vignette is applied to the two cameras separately
Do you know how to tackle this?
hello, great video!! I wanted to ask you if you could give some advice to make a vr application lighter so as to run it in optimal conditions in stand alone (for meta quest 2)
Personally I wouldn't recommend using unity's post-processing for VR at all even the bloom, vignette and particularly anti-aliasing.
For anti-aliasing (in URP), there's a MSAA parameter in the pipeline asset which when set to 4x or 8x, deos the proper anti-aliasing needed.
For bloom and vignette, either you write you own light-weight post processing shader or use some assets store post processing solutions that is well optimized for VR, you even get the bonus of using other effects with those assets
What assets store post processing solutions have you used and would recommend?
@@LordBinzVR you can search for "fast mobile post processing" and similar ones
@@reactga thanks for replying, ill do that!
@@reactga Do those actually avoid the problem with post processing, capturing the whole screen?
@@maessof91 not really actually but unity's post processing peforms some effects in very complicated ways (for example, using multiple draw calls to achieve best results which is obviously more expensive) but those assets greatly simplify the implementation to the barest minimum which would still look good but very less expensive such that the gpu is well capable of it even for sterio rendering
With URP you lose like 10 fps just by using it compare to SRP, and for some reason the aliasing is more noticeable than with SRP so I wouldn't recommend use URP for VR
I didnt know about this! Is it a current bug already reported?
@@ValemTutorials not sure if its a bug, its been always that way, is the same with mobile platforms, URP is less efficient than SRP. As far as I know is only better on PC
@@ValemTutorials Yes he is right. I had hard time fixing the FPS. Finally, when I created a new project with the default RP, the frame rate stabilised. Not sure if it is a bug.
How to export all of this project to a stand alone program guys?
hello,thanks for the video,i have a question,my project pipeline is urp,it works in editor mode,but it don't work when i build for my quest2
Hey mate, did you figure it out? same problem here
Have you made sure your project settings are set to ARM64
thx
Post processing decrease frame rate, not viable for VR especially for Oculus.
do you talk like brackeys on prupose or it's just a coincidence? you sound just like him lol
personally i hate post processing its like... a lie in the 3d reender world... i try to only use it just when is absoluty neccesary so this is very usefull data, thank you.
Thats straight up the silliest shit ive ever heard.
@@christianmccauley7340 "readed u wanted to write"
Everything in the game world is 'lying', the art of visual game design is to fake something that looks way more better and complexity than it actually it is. SO I agree with Christian, your statement is pretty wrong
Vignette looks terrible and makes me motion sick way more than if it wasnt there.