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Android/Quest suboptimal swapchain error #74963
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@szymonm-google , Fredia asked me to tag you in this, possibly something the Android team could shine a spotlight on? @rbessems , is this familiar to your team? At face value this may be caused by the default swapchain we're creating as part of the display server, for which we're working on #74754. I haven't had time to continue on that as I'm focused on GDC atm. |
Hey Bas! Sure let me take a look
…On Wed, Mar 15, 2023 at 3:41 PM Bastiaan Olij ***@***.***> wrote:
@szymonm-google <https://github.com/szymonm-google> , Fredia asked me to
tag you in this, possibly something the Android team could shine a
spotlight on?
@rbessems <https://github.com/rbessems> , is this familiar to your team?
At face value this may be caused by the default swapchain we're creating as
part of the display server, for which we're working on #74754
<#74754>. I haven't had time to
continue on that as I'm focused on GDC atm.
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This would help: https://android-developers.googleblog.com/2020/02/handling-device-orientation-efficiently.html Vulkan game engine on Android mobile platform needs to handle device pre-rotation explicitly for the optimal and stable performance. |
That would underline my theory that this is due to the default swap chain we're creating and that really shouldn't be used anymore in an XR environment. The device rotation is no longer a factor when we're dealing with a Quest or other XR device. |
Godot version
4.0.stabl
System information
Android - Meta Quest 2
Issue description
When running a project on a Quest 2 using the Vulkan renderer (I believe there is no difference between mobile and clustered Vulkan renderer) the log gets filled with these repeated errors:
While discovered on the Quest this issue may not be limited to this device.
Need to investigate the origin of these errors. My current theory is that this may be the swap chain the renderer creates by default for outputting to screen. This swap chain is unused (as when using XR the XR Runtime is responsible for output to the device) but still maintained.
Steps to reproduce
Run a project on a Meta Quest (2)
Minimal reproduction project
The demo in XR tools can be used for this: https://github.com/GodotVR/godot-xr-tools
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