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Black screen on Quest 2 if anti-aliasing is enabled #498
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Can confirm that, same problem here, Godot 4.1.1 |
Same problem on 4.1.2 here |
Same on Quest 3 here using 4.2beta-1 and self-compiled godot_openxr_loaders |
Confirm with 4.1.2 on meta quest 2. |
The MSAA fix for Vulkan godotengine/godot#83649 only got merged in to master 2 days ago, and the MSAA fix for gl_compatibility godotengine/godot#83976 is still waiting to be merged. You would have to build Godot from source, or wait for the Godot 4.2-beta.4 release to test. |
Just tested on Godot 4.2 beta.5 on quest 2. MSAA wont make the screen black, but it does not work either, still have plenty aliasing even at 8x. Isn`t there any way to get any kind of AntiAliasing on Meta Quest standalone? |
The MSAA fix planned for 4.2 was postponed on 4.3.1 : godotengine/godot#83976 |
When using Godot XR Tools, MSAA gives me a black screen (on Meta Quest 2). When using XR Kit instead, it freezes the camera image when, at the same time, the head rotates a certain number of degrees away from its first position AND the OpenXR Hands are out of the camera image. Really, I did not find this reason by searching the web. I am using Godot 4.2.2-rc1. |
Hey
I am using Godot 4.1 with the XR Toolkit. If I set MSAA 3D to Disabled (Fastest), the project runs fine on Quest 2, however if I set it to any other value (2x, 4x, 8x) I get black screen on quest. I have tested this with two projects using remote debug.
If I use Oculus Link, the project runs fine and I can see the anti-aliasing is enabled. Its just when deploy to Quest, with any setting other than disabled for anti-aliasing I get black screen.
Here is a project you can try that demonstrates the problem:
https://github.com/skooter500/miniature-rotary-phone
If you open the scene Hybrid1_xr
You will see what I am talking about
Bryan
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