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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
This all sounds very reasonable. But I swear my setting (OSX 10.9.5, Unity 4.5, OVR SDk 0.4.2 beta, Macbook pro) in deferred rendering with adjusting camera.rect.x/y DEFINITELY improves the experience over NOT using this approach. I cannot say if this actually does alter the vieports like you described, but it certainly doesn't add extra judder. Like I wrote before, with forward rendering and adjusting Scale Render you notice extremely slight "jumps", due to the repositioning of the rendertextures (I'm guessing), but even that is better than actual judder due to a significant framerate drop that might happen in a more intensive render situation.
Did you give camera.x/y a try? Because I tried it with around 7 people and asked everybody if they experienced any judder and they didn't :D
Did you give camera.x/y a try? Because I tried it with around 7 people and asked everybody if they experienced any judder and they didn't :D
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