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Question by dinah93 · Oct 23, 2017 at 02:24 PM · stereoscopy

What happended to Stereo Display (non head-mounted) in Unity 2017.2?

I am currently developing an application utilizing stereoscopic rendering on a 3D Beamer. Until Unity 2017.1 it worked quite fine using the "Stereo Display (non head-mounted)" option at Player Settings -> Other Settings -> VR SDK.

alt text

Now with Unity 2017.2 the VR settings moved to a dedicated tab (XR Settings) and the Stereo Display option is gone. it looks like this feature is deprecated now. However, I can't find any kind of info about this in the release notes or manual. Looks like VR is only about HMDs now.

alt text

Can someone confirm the feature has been deprecated or that it was just renamed? Is there annother way to easily render stereoscopic views now? For the worst case scenario, whats a good workaround for this?

Any help is appreciated! Thanks in advance.

stereo-display.jpg (32.6 kB)
stereo-display-ii.jpg (26.1 kB)
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avatar image jessetho · Oct 25, 2017 at 12:52 AM 0
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I was also surprised this was missing had to go back to 2017.1 for now. Any workarounds?

avatar image mikewarren · Oct 25, 2017 at 06:41 PM 0
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FWIW, the calls to set the stereo view and projection matrices are still in the Camera class, but I don't know how to create the stereo 3D window. Seems like the stereo support breaks every other version.

avatar image killer_mech · Nov 24, 2017 at 08:52 AM 0
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The new patch 2017.2.0p2 has fixed. If anyone encounters the issue please update to the patched version.

avatar image dinah93 · Dec 21, 2017 at 10:16 AM 0
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In Unity 2017.3 the 'Stereo Display (non head mounted)' option is there again!

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Answer by mikewarren · Oct 25, 2017 at 07:05 PM

@dinah93

The interfaces to set the stereo projection and view matrices in the Camera component are still there.

While there doesn't appear to be a stereo mode in the XR settings in the editor any more, I did try to force it with the command line options -vrmode stereo -force-glcore (I need to run OpenGL because my box is still Windows 7), and it created a 3D window. I'm going to do some more testing, but until I know more, my guess is that stereo support is still there, but the mode won't initialize without the command line option.

The XRSettings.supportedDevices are still: Oculus, OpenVR, stereo, None, and split.

If you force the startup dialog with the ctrl key, and you have stereo mode set on the command line, you'll get the option for the stereo 3D window there, too.

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avatar image dinah93 · Oct 26, 2017 at 12:49 PM 0
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Thanks for your answer! I want to stick with DirectX if possible and managed to get the 'Stereo 3D' check box in the resolution dialoge, too. However, it did not work and it feels kind of hacky. I also dont want to be dependant from future (breaking) Unity updates so I ended up implementing my own stereo pipeline. Now I render my left and right view to different screens and use both inputs of the beamer at once.

avatar image mikewarren dinah93 · Oct 26, 2017 at 06:40 PM 0
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Glad you have something working. I can't test DirectX stereo, unfortunately. What kind of display are you driving? I don't understand your "beamer" reference.

avatar image dinah93 mikewarren · Oct 30, 2017 at 02:32 PM 0
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Oh, yeah its a 3D projector produced by Panasonic. I don't have the model number here. As 3D input it allows using two inputs (HD$$anonymous$$I / DVI) simultaneously. I now only need to render my left / right camera to separate displays.

avatar image killer_mech · Nov 15, 2017 at 09:59 AM 0
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I Logged and checked XRSettings.supportedDevices and all the same except stereo which is not available anywhere. This is in 2017.2. I created a new project to test it and it was not showing anywhere and I tried in UnityInternalEditor.VR.VREditor to get all available devices. It showed above all except Stereo. After some messing around with the flags in player settings "$$anonymous$$issing from build "option started showing up when i turned on PlayerSettings.stereoscopic3D = true; (i know this is deprecated but still wanted to know what happened with Stereo SD$$anonymous$$). Either they are scrapping the stereo (which i feel highly unlikely) or they did not add it (which i say might be? nah i dont think they can forget about it). Dont know still digging through the editor to get a workaround. Btw i was using that for active stereo for nvdia 3dvision.

avatar image mikewarren killer_mech · Nov 15, 2017 at 07:21 PM 0
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@killer_mech
I get similar results. What a mess! The lack of stereo support has to be a bug. Has anyone checked the issues tracker?

I had an editor script in my project that I wrote for co-workers to automatically setup their VR projects. It was adding "stereo" to the list of supported devices. And even though I get the same "stereo (missing from build)" error, having it in there seems to bring in stereoscopic support. I tried this Editor script to build with and without stereo support.

 using UnityEngine;
 using UnityEngine.Rendering;
 using UnityEditor;
 
 
 [InitializeOnLoad]
 public class AutoSetup
 {
     private static string[] VRDevWithStereo = new string[] { "stereo" };
     private static string[] VRDevWithoutStereo = new string[] { };
 
     [$$anonymous$$enuItem("VR/With Stereo")]
     static void SetupStereo()
     {
         PlayerSettings.virtualRealitySupported = true;
 
         /// Really bad to access editor internals, only way to set that I know of.
         UnityEditorInternal.VR.VREditor.SetVREnabledDevicesOnTargetGroup(BuildTargetGroup.Standalone, VRDevWithStereo);
     }
 
     [$$anonymous$$enuItem("VR/Without Stereo")]
     static void SetupWithoutStereo()
     {
         PlayerSettings.virtualRealitySupported = true;
 
         /// Really bad to access editor internals, only way to set that I know of.
         UnityEditorInternal.VR.VREditor.SetVREnabledDevicesOnTargetGroup(BuildTargetGroup.Standalone, VRDevWithoutStereo);
     }
 }

If I execute the VR/With Stereo menu item, build and run with the -vrmode stereo (and, in my case, -force-glcore [can't run DX as I'm on Win7 still]), I get a stereo window. When I build without "stereo", I don't.

This is truly a hack, so I hope this gets sorted out in 2017.3.

avatar image killer_mech mikewarren · Nov 17, 2017 at 01:32 PM 0
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@mikewarren yes i checked on with it and it seems is indeed supported and working. So now we have only two ways to add it one is with 'UnityEditorInternal.VR.VREditor.SetVREnabledDevicesOnTargetGroup(BuildTargetGroup.Standalone, VRDevWithStereo);' basically your solution and another with 'PlayerSettings.stereoscopic3D = true;' though second method i wont recommend as it is being deprecated. So i guess its better to go with solution which you provided. So this seems to bring a roundabout way for active stereo support on 2017.2 and it works in windows 10 direct x as of now. I think we should file a report with unity now that we know it is a bug in the system.

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Answer by cwoh · Mar 21, 2018 at 02:28 PM

I have the same problem as you ,what a mess, all the 2015 project wont work any more :-(

dont know if i should upgrade to 2018

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