Forum Discussion
jumbli
9 years agoMember
What pixel density / screen percentage are you achieving in your games?
I am interested to hear what other developers are targeting and achieving for the pixel density or screen percentage settings on the minimum hardware specifications (GTX970 etc).
Does Oculus have a guideline on what is acceptable? For example, do you have to run at a pixel density of at least 1.0 to be considered for the store? Or does it come down to what works for each game, e.g. a game that needs to have readable small text needs to have a greater pixel density than one with stylised simple graphics (just for the sake of argument).
Does Oculus have a guideline on what is acceptable? For example, do you have to run at a pixel density of at least 1.0 to be considered for the store? Or does it come down to what works for each game, e.g. a game that needs to have readable small text needs to have a greater pixel density than one with stylised simple graphics (just for the sake of argument).
3 Replies
- cyberealityGrand ChampionI don't believe there are any hard requirements on the render scale, and a number of apps on the Store have default settings of under 1.0 in order to meet perf on 970-class hardware. It may depend on your game, or what you are trying to optimize for, what you choose for this setting.
Use your judgement, though. For example, if your app is so slow that you have to run at 0.1 or something super low, then maybe that would be too low quality for the Store. Hope that makes sense. - jumbliMemberThat makes sense. Thank you for taking the time to respond. My game is just drifting in to minus figures on "unused performance" on the Oculus Performance HUD at 1.0 pixel density, but is still smooth due to ATW and QAHEAD, but I know we shouldn't rely on ATW so was worried I would have to drop features to hit 1.0 pixel density. Dynamic shadows are important in my game, so I'd prefer to keep those and lower the pixel density a little.
I've just read on reddit that you can use the Oculus Debug tool to see what a game is running at: https://www.reddit.com/r/oculus/comments/4k80g4/increase_the_render_resolution_of_the_rift/d3d6y4k
I will look at some games later to see what people are using. I'll feel more comfortable lowering the setting if I can see other popular games are using a similar setting. I think it looks fine lower, but I don't trust my own judgement :) - galopinHeroic ExplorerThe debug tool parameter force the value an app give to ovr_GetFovTextureSize. That's quite of an inference... The OVR sdk should provide a way to disable any debug tools in a shipped game, i don't want to see my game ( talking as a general developers ) to be seen with a bad performance display in a screenshot. It is bad buzz, and can be because of so many bad setup of the user and not related to a hypothetical app poorly optimized from lazy coders !
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