Scenes developed for Ultras have really bad tearing

Hi, sorry for the bombardment of questions at the moment!

I’ve got a pair of the Ultra that are running off a Samsung S23. Everything seems to work perfectly fine with the default Nebula stuff, but anything I develop and deploy seems to suffer from really bad tearing.

At first I thought it was stuff created in Unity URP that was the issue, but soon noticed that there was still tearing happening when using Unity SRP too. It’s worse when adding more than the default lighting, or glowing particles.

These projects used to run fine on the Lights/Dev kit, so I know they’ve not been a problem in the past.

Is this something that can be easily fixed? Is there a setting I’m mising?

This is a known issue we’ve encountered on S23, you could disable multithreaded rendering in project settings to avoid the tearing.

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Thanks for the reply, I tried that and it’s somewhat better, but there’s still a bit of tearing going on in places. They aren’t overly complex scenes either, just some interactive 3D models and some UI elements.

We purchsed a bunch of the S23’s because they’re recommended on the Ultras page? Is there work being done to resolve this issue?

We previously had some success using the Single Pass Stereo Rendering plugin, which might help reduce the tearing you’re experiencing. You can find more information and download the plugin from this link. We recommend giving it a try to see if it improves your experience.

Another setting might be helpful is adjusting the Quality to performant in project settings.

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Thank you! I’ll give those a go and see what happens :slight_smile:

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Unfortunately there’s still some tearing, which I could forgive if for personal use, but this isnt.

Is it something Xreal are looking into fixing with the S23? Is it a software or hardware conflict?

The S23 model does have some issues where GPU usage can be unusually high under certain conditions, even in our demo scene HelloMR.
Do you have to use URP? As far as I know, the Built-in Render Pipeline shouldn’t have this issue.

The first thing I did was rebuild the whole project in the standard render pipeline from a clean project, as I identified URP as the main culprit for the tearing.

If I don’t use many lights, I can almost get away with it, but as soon as I want anything lit nicely or glowing particles, there’s issues with tearing.

Thanks for the update. We’ll continue testing and investigating this issue further to see what we can find.

Hi,

Can we expect any updates/fixes for this issue any time soon? Things that used to look great on the Lights, are completely unusable on the Ultras.

We bought the S23’s because they were mentioned on the Ultras page as being good for development… but in reality they’re really not. We have a large number of the glasses and S23’s to power them, so it’s not like we can easily swap out handsets.

I’d appreciate an answer as to whether this is ever going to be fixed? I and other people, as wells as clients, have invested a lot of money in these devices, and it states on the Ultras webpage that the S23 is compatible, yet it’s clear there’s known issues??