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Occlusion Culling on OpenXR is unstable (meshes flickering) in Godot4.4-stable #104193

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@jamie-pate

Description

@jamie-pate

Tested versions

  • Reproducible in Godot v4.4-stable, Godot v4.4.1-rc1

    • Meta Quest 3
    • X11+SteamVR/OpenXR Vulkan (mobile and forward+)
      • OpenXR: Running on OpenXR runtime: SteamVR/OpenXR 2.9.6
      • OpenXR: XrGraphicsRequirementsVulkan2KHR:
        • minApiVersionSupported: 1.0.0
        • maxApiVersionSupported: 1.2.0
  • Not Reproducible in Godot v4.3-stable

System information

Godot v4.4.stable - Ubuntu 22.04.5 LTS 22.04 on X11 - X11 display driver, Multi-window, 1 monitor - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 3050 Laptop GPU - 12th Gen Intel(R) Core(TM) i7-12700H (14 threads)

Issue description

bf99a2c79bb434c96e9287fe94412687.mp4

When Occlusion Culling is enabled in Godot 4.4-stable some meshes are mysteriously culled. Only Reproducible when using OpenXR and root.use_xr == true

Steps to reproduce

  • Extract minimal reproduction in OpenXR
  • install Godot Openxr vendors addon in 4_4/addons and 4_3/addons
  • Run 4_4/project.godot or 4_3/project.godot

Minimal reproduction project (MRP)

xr-ocull-broken.zip

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