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New 4.0 pre1 Texture Compression disables AR

Home Forums Bug Reports and Feature Requests New 4.0 pre1 Texture Compression disables AR

  • This topic has 12 replies, 3 voices, and was last updated 2 years ago by vern.
Viewing 13 posts - 1 through 13 (of 13 total)
  • Author
    Posts
  • #50208
    vern
    Customer

    When texture compression is used (new feature of Verge3D 4.0 pre1) with a scene that uses AR, it makes it so you can’t launch augmented-reality. I’ve tested on an iPad and iPhone. I’ve tested my scenes as well as the augmented-reality demo.

    Also, neither of the two compression types work with an AR scene.

    Is this a known issue or is there some workaround so that I can use texture compression with augmented reality like normal?

    Vern

    #50229

    Hi,

    sorry for the delay. I’d recommend rolling back to v.3.9 as the 4.0 preview build is highly unstable.

    Chief 3D Verger | LinkedIn | Twitter

    #50232

    Hi,
    please wait a bit till 4.0 pre2 release is out. We’re going to make it way more stable than 4.0 pre1 :good:

    Soft8Soft Tech Chief
    X | FB | LinkedIn

    #50251
    vern
    Customer

    Thank you guys for the replies!

    Ok I understand.

    This pre1 build is working pretty good overall and I’m really using the new line render feature and the full 360 degree vertical camera feature that I requested so I should be ok to continue using this build til the next one comes out. :)

    Note: The ‘open webpage’ puzzle doesn’t always work on the pre1 build, just so you guys know about it.

    Thanks again! You guys are awesome!

    Regards,
    Vern

    #50596
    vern
    Customer

    Hello!
    I just updated to 4.0 pre3 build and the new texture compression still disables all AR functionality. If I turn off texture compression, my scenes launch in augmented-reality with no problem as expected.

    I was really hoping the new builds would fix this.
    Will this be fixed soon do you think?

    Regards,
    Vern

    #50598

    Hi,
    Looks like some hardware-dependent issue. What phone model you have? Does your app work on other devices?

    Soft8Soft Tech Chief
    X | FB | LinkedIn

    #50645
    vern
    Customer

    I tested it on my iPhone XS Max and my
    iPad Pro (12.9-inch) (3rd generation). It’s the same problem on both.

    Do you think it’s iPhone/iPad related or all mobile devices?

    #50857
    vern
    Customer

    Any updates on this issue getting fixed or why it isn’t working?

    #50863

    hi,

    does the stock Augmented Reality demo behaves the same way for you?

    Chief 3D Verger | LinkedIn | Twitter

    #50869
    vern
    Customer

    Hello Yuri,
    Yes, the exact same issue happens on the Augmented Reality demo. I did make sure to update, and re-export the model, etc as well.

    I’m running iPadOS 15.2.1 on my iPad and iOS 15.3.1 on my iPhone.

    #50911
    vern
    Customer

    Is this a device specific issue? Also is there some workaround or fix for the time being?

    #50922

    Hi,

    the problem is that WebXR is still unsupported by iOS Safari. Therefore AR content is rendered via built-in USDZ viewer and not via WebGL. Hence compressed textures cannot be used as this is part of WebGL.

    As a workaround, you can create a separate asset to load on iOS, or just disable texture compression.

    Chief 3D Verger | LinkedIn | Twitter

    #50984
    vern
    Customer

    Ok, thank you very much Yuri! This gives me a good starting point on how I can work around it. Very much appreciated for your help as always!

Viewing 13 posts - 1 through 13 (of 13 total)
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