I have a visualization app that was created in NRSDK 2.2.1 for the Ultra and it was working the way I like. It renders a complex 3D object overlay in space.
I’ve migrated to using Control Glasses on my phone, but when I try using that same visualization app, the 3D object distorts significantly as I walk around and turn.
Has anyone else seen this? Is there something different about Control Glasses that renders things compared to Nebula?
Are there some settings I can change up, or would it be best to port this old app using 2.4.0? (To be honest, I haven’t developed anything using 2.4.0, but will report back soon)
Just tested out 2.40 by making a simple app that just contains the 3D object sitting in space.
Using Control Glasses, Fold 5 (snapdragon gen 3, OneUI 6.1.1, Android 14), there is significant tearing that occurs (almost like a 1/4 size vertical FOV “block” that stretches horizontally, it doesn’t matter if I turn sideways or tile up and down, it’s like the 3D object has a horizontal section that shifts/lags)
I’ve tried the single pass rendering (Multiview in nreal XR plugin) and turned off multithreaded rendering, which improves the tearing a little bit, but the tearing now looks more like jitter.
I get the same tearing on the Ultras using the S23, regardless of SDK. I made a post about it, they mentioned a few workarounds, but none actually work, and then silence when asked if they’re working to fix it.
The biggest one is not to use URP, which is ridiculous since Unity will be getting rid of SRP… and the tearing still exists using SRP anyway.
Now the latest SDK says it onyl supports the newer S24… not helpful when you’ve invested in a number of glasses and handsets recommended by XReal, that aren’t fit for purpose.
I did all my projects on SRP. The working app I made using 2.2.1 ran fine with Nebula on an S20. I would have thought Control Glasses would have less overhead…
Are you getting tearing no matter how simple the 3D objects are?
Some are worse than others. More complex apps we built that worked perfectly on the Lights are completely unusable on the Ultras, yet some apps with multiple layers of green screen and alpha video as well as complex models, shaders and particles, run fine… even with URP.
I can have a simple scene with a low poly model, optimised textures and basic shaders in, but as soon as you add a light the tearing starts.
I can’t figure out what the main cause is. I’m finding myself having to add tiny bits at a time and test in the glasses in case it’s killed the whole app.
I’m guessing things will be fine on the Beam, it’s their own system.
They told me they had issues with the S23 when I asked about the tearing, which is where my beef lies, because it was mentioned on their own pages that it was the handset to get for development with the Ultras. So we invested in a whole bunch of them.