three-mesh-ui icon indicating copy to clipboard operation
three-mesh-ui copied to clipboard

Examples on Website have Glitchy Artifacts in WebXR / Oculus Quest 2

Open seflless opened this issue 2 years ago • 11 comments

I was just checking out the project demos, on my Oculus Quest 2. There were constantly some sparkly artifacts even when barely moving. When moving left to right and looking at the 3D text in particular I was seeing what reminded me of the judder effect on my old Oculus DK2.

This issue does not occur in any of the Three.js examples, which I checked to make sure it wasn't a general WebGL/WebXR issue

seflless avatar Aug 24 '22 20:08 seflless

If you could take a photo (using sharing functionality in Oculus Quest 2) when you experience these artifacts that would provide a valuable reference.

sylwesterdigital avatar Aug 24 '22 21:08 sylwesterdigital

Good timing as I'd just started to work on capturing a video. It doesn't appear to show up in the recording. So my guess is it's either a per eye camera discrepancy or frame-rate dropping, assuming they just don't record anything but official frames.

https://user-images.githubusercontent.com/1845/186525335-977bec79-221f-46b0-a227-d6b606214f61.mov

seflless avatar Aug 24 '22 21:08 seflless

First time learning to shoot view through headset. I couldn't capture the judder effect well, but definitely the weird shimmer/sparkle is noticeable. Ignore my breathing! 🙃 https://www.youtube.com/shorts/STQFwNi3zE0

seflless avatar Aug 24 '22 21:08 seflless

Indeed in Oculus they record only one eye. Do not expect everything is going to be perfect. This is still experimental technology and the issue is more related to the WebXR API: https://github.com/immersive-web/webxr camera and ThreeJS https://github.com/mrdoob/three.js than the three-mesh-library in itself, but I might not provide you the most relevant answer. I just ignore some minor rendering issues usually happening when the browsers memory is overloaded.

sylwesterdigital avatar Aug 24 '22 21:08 sylwesterdigital

You can see what I mean in the second video I shared (the Youtube one) though right?

seflless avatar Aug 24 '22 22:08 seflless

The issue is indeed noticeable in the second video, I wonder what is happening here. With my Quest 1 and Oculus Browser last version I have no issue. Which browser are you using ? If Oculus Browser, did you upgrade to the latest version ?

felixmariotto avatar Aug 25 '22 12:08 felixmariotto

Hi! I am experiencing the same issue on latest Oculus browser version on a Quest 2. Seems that the more text the more evident it is.

fcor avatar Sep 07 '22 12:09 fcor

@felixmariotto I am using the latest built in browser, using the latest OS updates, and on a Quest2

seflless avatar Sep 07 '22 13:09 seflless

@seflless @fcor does it happen on both panels in this example ? https://felixmariotto.github.io/three-mesh-ui/#antialiasing

felixmariotto avatar Sep 07 '22 15:09 felixmariotto

I've merge the current state of interactive elements, with msdf text example to provide a live VR text options selector : https://felixmariotto.github.io/three-mesh-ui/7.x.x/ex__msdf_text.html

@seflless, @fcor , @felixmariotto If you have the opportunity, and if it works (I don't own a VR headset, Im on mobile XR + cardboard), please test as much combinaisons as possible to see if some parameter impacts ( positively, or negatively ) this glitch.

Some clues, as @felixmariotto said, antialiasing ( fontSmooth ) may be a good starting point. Also letterspacing and plain material could be interesting.

Thanks !

swingingtom avatar Sep 07 '22 15:09 swingingtom

@swingingtom Hey! Just tested this one and works smoothly! I will do some more tests this week and I'll let you know how works.

@felixmariotto It happens on both panels but the one on the right looks way better.

fcor avatar Sep 12 '22 09:09 fcor