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When running a vr project, resizing the window on the desktop or changing viewport size causes vr viewport to flicker and freeze the right eye #41889

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zodywoolsey opened this issue Sep 8, 2020 · 3 comments

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@zodywoolsey
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Godot version:
3.2.2

OS/device including version:
Windows, Android (Oculus Quest)

Issue description:
Just discovered that it only occurs when using the Oculus Quest or Oculus desktop interfaces for vr.

When I attempt to change the viewport size or resize the desktop window while using an ARVR viewport, the view inside the vr headset breaks. The right eye freezes and begins to flicker between either a still frame and the current correct frame, or between two-three still frames. I am wanting to change the resolution of the vr view so I can force up or down scaling. I would also like to be able to, simply, fullscreen the desktop view window.

Steps to reproduce:
Create vr project
run project so that it displays on a vr headset
resize the window that appears on desktop or use "get_viewport().size = Vector2(x,x)"

Minimal reproduction project:
vr_broken_viewport.zip

@Calinou
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Calinou commented Sep 8, 2020

See also #18320. Do you use a NVIDIA graphics card? If so, did you force MSAA in the NVIDIA Control Panel?

@zodywoolsey
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zodywoolsey commented Sep 8, 2020

See also #18320. Do you use a NVIDIA graphics card? If so, did you force MSAA in the NVIDIA Control Panel?

I use an AMD Radeon Pro 5500m and I have all the settings set to no override.
Also the issue doesn't occur when using steamvr.

@akien-mga
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Fixed by #54258.

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