Forum Discussion
hacKTorVR
12 years agoHonored Guest
Dynamic resolution: Camera.rect.x and y VS "Scale Render"
SDK 0.4.2 beta Hi there, I implemented some kind of a dynamic resolution script that adjusts the "resolution" of the two eye cameras. First I wanted to do this via "Scale Render" of OVRCamer...
drash
12 years agoHeroic Explorer
Hi, thank you for sharing this! Quite an interesting find. Are you using deferred rendering and/or image effects? I recently ran into the same bad scale render behavior you described, and tracked it down to either using deferred rendering or using any image effects.
But you're probably right, I'm not sure you can rely on it to keep working as the SDK gets updated, but it's a great temporary measure.
One question -- how are you adjusting the dynamic resolution back up if we're pretty much locked in with vsync at this point? Sure, you'll see a dip below 75 and reduce resolution, but if it goes up to 75 it of course just stops there so how do you know how far you can increase the resolution? I've tried measuring CPU and deducing GPU, but I'm only able to figure out if a program is CPU- and/or GPU-bound, not determine the actual un-limited FPS.
But you're probably right, I'm not sure you can rely on it to keep working as the SDK gets updated, but it's a great temporary measure.
One question -- how are you adjusting the dynamic resolution back up if we're pretty much locked in with vsync at this point? Sure, you'll see a dip below 75 and reduce resolution, but if it goes up to 75 it of course just stops there so how do you know how far you can increase the resolution? I've tried measuring CPU and deducing GPU, but I'm only able to figure out if a program is CPU- and/or GPU-bound, not determine the actual un-limited FPS.
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