When running OpenXR applications built with Unreal Engine 5.3 and 5.6, we are encountering a frame-by-frame misalignment between the color image and depth information, and the depth data is not being correctly passed to the OpenXR runtime.
This issue does not occur consistently; it depends on the combination of RenderRHI, GPU type, and driver version.
Expected Behavior
- Depth information should be correctly synchronized with the color image across all RHIs without any frame-level offset.
Questions
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Are there Unreal Engine settings or GPU/OS configurations that can ensure correct depth synchronization?
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If there is a reliable combination of RHI, GPU, and driver version that achieves the expected behavior, could you define or suggest it?
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Are there any Unreal Engine tools or workflows for diagnosing depth/color frame-tearing in OpenXR?
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Observations
UE5.3.2
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D3D12: Misalignment occurs depending on GPU and driver version
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Vulkan: Misalignment always occurs
UE5.6.1
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D3D12: Misalignment occurs depending on GPU and driver version
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Vulkan: Misalignment always occurs
Detailed combination data can be provided if needed.
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Environment
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Unreal Engine: 5.3, 5.6
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Plugins: OpenXR, OpenXRHandTracking
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OS: Windows 11
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GPUs: RTX 4080, RTX 3070 Ti
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Driver Versions: 566.36, 580.97, 581.08
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If anyone has experienced similar issues or knows best practices for UE/OpenXR, your input would be greatly appreciated.
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Recommended Tags
Unreal Engine UE5 OpenXR Depth Buffer RHI Vulkan D3D12 Rendering XR Development