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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...
owenwp
12 years agoExpert Protege
Most likely the problem is that Unity does not use viewports at all in deferred rendering mode. Instead it allocates new buffers at the desired viewport size, then resets the viewport to fullscreen, and after all rendering is complete it composits the buffer onto the backbuffer at the desired position.
This means that not only does it not do what the Oculus SDK requires, but changing the viewport size allocates GPU and system memory causing very noticeable stalling. Doing it frame by frame is impractical.
This means that not only does it not do what the Oculus SDK requires, but changing the viewport size allocates GPU and system memory causing very noticeable stalling. Doing it frame by frame is impractical.
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