Ambient Occlusion Post Processing in VR?

TheGabmeister
interpolator
in Unity
I'm currently playing around with the Post Process Stack which was recently released by Unity:
https://www.assetstore.unity3d.com/en/#!/content/83912
When I turn on Ambient Occlusion and look through the HTC Vive, it looks like the AO in each eye are "not aligned," which somewhat gives a nauseating double vision effect. From my understanding, the offset between the left and the right eye is the cause (correct me if I'm wrong). Does that mean AO post processing should not be used in VR, and should be baked instead?
https://www.assetstore.unity3d.com/en/#!/content/83912
When I turn on Ambient Occlusion and look through the HTC Vive, it looks like the AO in each eye are "not aligned," which somewhat gives a nauseating double vision effect. From my understanding, the offset between the left and the right eye is the cause (correct me if I'm wrong). Does that mean AO post processing should not be used in VR, and should be baked instead?
Replies
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Unfortunately the post process stack isnt fully VR ready yet. I know some of the effects work but not all. I think AO and screen space reflections are still being worked on to support stereo rendering
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I've use SSAO in VR, non stack though. I used one of the other ones in the store, SSAO Pro.
Worked well, but I had to disable the normal map which was used to break up the low sampling. The normal map is applied in screen space, which looks terrible in VR, like it's stuck in your eyes. -
Thanks for the input. I'll go check out SSAO Pro.