Project tag for Virtual Reality support, sub-module of the EEVEE & Viewport module. Later this may be extended to Augmented or Mixed Reality (or more broadly, XR).
Fri, Jul 3
I just cloned and made a debug build of blender and got some backtraces using gdb.
When I tried a few times I found that I actually got two different kinds of backtraces.
Each seems to be about as likely to occur as the other one:
Wed, Jul 1
Tue, Jun 30
so here it is working (apart form that stereo bug) with
Intel I7 and AMD RX5700XT
Blender 2.90.0-b21ba5e57974-linux_64 28 june 15:13
Mon, Jun 29
After reading this I tested again with the latest builds but I still only get crashes on Linux and Windows.
Using: SteamVR Version 1.13.8 (1593213074) Built Jun 27, 2020 at 01:11
hey so with latest steamvr 0.13.8 and blender 2.90.alpha from june 28, the VR view works on (my) GNU-linux machine !
I just have a bizare bug : the left and right view are different in lightness (gamma?) with the left view underlit and the right view at correct luminance
It's not a question of lightning but general luminance (all elements are dimmed)
apart from that positional tracking is good as well as eevee rendering and vr view mirror ... \o/
Sun, Jun 28
Look, it's not helpful to call this *just* a visual glitch. Unlike on a monitor, in a VR session, visual glitches cause considerable discomfort, especially when it's a discrepancy between eyes.
@Julian Eisel (Severin) Is that because you render both eye with the same GPUViewport? Thus having only one history target that is constantly being swapped for each eye. If so I would recommend duplicating the GPUViewport to avoid this but I see that it would increase VRAM consumption quite a bit.
Thu, Jun 25
@Julian Eisel (Severin): Thank you for your work!
I just tested again but now I get memory access violation crashes with the following Blender Versions on both, Linux and Windows when I try to start a VR Session:
Broken: version: 2.90.0 Alpha, branch: master, commit date: 2020-06-24 21:51, hash: rBec776f18ff70
Broken: version: 2.90.0 Alpha, branch: master, commit date: 2020-06-25 11:54, hash: rB890336849071
I will create a new report for that.
I committed rBb468023aa1b5 yesterday, which should solve the swapchain format issue.
It seems that OpenGL still entirely fails in SteamVR though, which is why SteamVR is currently broken for us.
Wed, Jun 24
Just FYI: The error is still the same with latest SteamVR Version 1.13.6 (1592954026) Built Jun 24, 2020 at 01:13 on Windows and Linux
Broken: version: 2.90.0 Alpha, branch: master, commit date: 2020-06-23 21:54, hash: rB49234c15e299
Tue, Jun 23
I believe I was just illustrating the use of the workboard columns and auto-tagging :)
Mon, Jun 22
same issue here, although it's a progress as on GNU-Linux as OpenXR view was indeed not working at all before, now it detect a driver and display that same error \o/
Same issue here.
I'm running into the same issue.
I didn't get to test it myself yet (didn't have access to the Studio's Vive over the weekend), but I assume this report is valid. The same issue is also reported to Steam: https://steamcommunity.com/app/250820/discussions/8/2448217320134601817/#c2523653167122752247
@Julian Eisel (Severin) : I havent checked this myself, but from your actions, I assume this can be confirmed?
Sat, Jun 20
Some Update news for SteamVR 1.13.5 got my hopes up today since it mentions "Fixed depth texture format support":