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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...
hacKTorVR
12 years agoHonored Guest
So you're saying using deferred rendering in general is not the way to go with the Oculus SDK, or just that "changing the viewport size is bad" (whatever exactly that means in practical terms)?
If it's the latter, somehow changing the position (aka camera.rect.x/y) should actually be a "good" thing compared to changing the viewports size as I think Scale Render is doing? I'm guessing AS in deferred rendering using camera.rect.x/y somehow affects the resolution it must still be doing a resize of the viewports somehow though.
And yes it's true doing this on every frame has a more than significant impact on the overall frame rate, but doing it in maybe an interval of 0.5s (like I wrote before) it certainly does a good job of balancing between overhead and the reduction of judder.
Of course it's always best to just design everything that no judder occurs in the first place, but in some cases it's just very hard and time consuming or simply not feasible.
Anyway thanks for the explanation about how Unity handles things differently in deferred rendering!
Off topic: Btw I'm looking forward to receive my STEM system! ;)
If it's the latter, somehow changing the position (aka camera.rect.x/y) should actually be a "good" thing compared to changing the viewports size as I think Scale Render is doing? I'm guessing AS in deferred rendering using camera.rect.x/y somehow affects the resolution it must still be doing a resize of the viewports somehow though.
And yes it's true doing this on every frame has a more than significant impact on the overall frame rate, but doing it in maybe an interval of 0.5s (like I wrote before) it certainly does a good job of balancing between overhead and the reduction of judder.
Of course it's always best to just design everything that no judder occurs in the first place, but in some cases it's just very hard and time consuming or simply not feasible.
Anyway thanks for the explanation about how Unity handles things differently in deferred rendering!
Off topic: Btw I'm looking forward to receive my STEM system! ;)
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