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mdelucasschellg
12 years agoExplorer
Adjusting CameraTextureScale at Runtime
Does anyone know if it is possible to adjust CameraTextureScale variable for OVRCameraController while the game is running?
I'm only wondering because I know that if a game isn't running well, lowering CameraTextureScale can improve performance -- with sacrificing quality -- but you can't do it while the game is playing. I tried some tests with destroying the RenderTargets on the two OVRCameras and then rebuilding them, but the results were strange -- only one eye showed up and the colors were grayscale and tracking of any kind didn't work anymore.
Any suggestions?
I'm only wondering because I know that if a game isn't running well, lowering CameraTextureScale can improve performance -- with sacrificing quality -- but you can't do it while the game is playing. I tried some tests with destroying the RenderTargets on the two OVRCameras and then rebuilding them, but the results were strange -- only one eye showed up and the colors were grayscale and tracking of any kind didn't work anymore.
Any suggestions?
6 Replies
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- drashHeroic ExplorerI believe you aren't supposed to be able to change Camera Texture Scale at runtime, but you can lower the resolution of this at runtime using the "Scale Render" (default/max are 1.0, can be lowered accordingly).
- MichaelSchenckHonored GuestI played around with modifying this in another thread:
viewtopic.php?f=37&t=12130
Although it was apparent at least to my taste that more than 10% reduction started to make it too blurry. I felt like it was better to turn off features like reducing lod or getting rid of shadows than make the whole view blurry. Making it all blurry is like not keeping frame rate and getting judder, it just doesn't feel good.
I did have to modify the OVRCamera to make it work. There was no official word on that change being correct or not.
I think it is more useful for dealing with pixel shaders. The example given is if you have a large burst of particle effects, which likely have a lot of overdraw involved, you could adjust it down right before the burst and then switch it back. This would help you too not have fillrate issues. - kerskMeta EmployeeWe're working on improving this so it can be adjusted seamlessly on the fly.
Initial tests have been promising, but it's not a silver bullet. As Michael said, beyond some threshold users will notice the visual quality hit. However, if used appropriately, I do think this could be a useful way to help maintain a solid 75fps.
We'll try to get this into a future release soon. - CubicleNinjasProtege
"kersk" wrote:
We're working on improving this so it can be adjusted seamlessly on the fly.
[...]
We'll try to get this into a future release soon.
Awesome news! :) - ProtonHonored GuestI'd really love if we could have a Max FOV setting in Unity. eVReyDayVR shows it in action in the Oculus World demo
I get the feeling the vertical FOV doesn't need to be 100% for a lot of people, and that could translate to some nice performance increases without losing visual quality. - vrdavebOculus StaffThis should be doable. We'll try to get it into a future release.
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