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excelynx
11 years agoHonored Guest
SDK v0.3.2 Preview 2 Discussion
Does the new SDK look like a super low-res blurry mess to anyone else? Is there a setting I'm missing?
I tried both importing the newest SDK into my own project and importing Tuscany into a brand new project and both result in low-resolution and heavy aliasing in the center of the screen.
I've uploaded an image as an example of what I mean: http://i.imgur.com/o169wyB.jpg
Edit: I missed a setting. It looks like turning on 4x Anti-Aliasing is required now.
Here's an image with 4x Anti-Aliasing enabled: http://i.imgur.com/ohBeaG9.jpg
Even with 4xAA on it still seems like it's a lot blurrier than the previous SDKs to me.
Here's some before: http://i.imgur.com/3wDbb8f.png and after: http://i.imgur.com/2DJd5NH.png images of a scene in my own project, from 0.2.5c to 0.3.2 Preview.
I understand that the distortion method and values have changed, but with the newer SDK the perceived resolution is much lower and the thus aliasing is much worse. It might be a reverse placebo, but I don't recall it being this bad with the 0.3.1 Preview. I can definitely attempt those comparisons too.
Anyone else have any thoughts?
I tried both importing the newest SDK into my own project and importing Tuscany into a brand new project and both result in low-resolution and heavy aliasing in the center of the screen.
I've uploaded an image as an example of what I mean: http://i.imgur.com/o169wyB.jpg
Edit: I missed a setting. It looks like turning on 4x Anti-Aliasing is required now.
Here's an image with 4x Anti-Aliasing enabled: http://i.imgur.com/ohBeaG9.jpg
Even with 4xAA on it still seems like it's a lot blurrier than the previous SDKs to me.
Here's some before: http://i.imgur.com/3wDbb8f.png and after: http://i.imgur.com/2DJd5NH.png images of a scene in my own project, from 0.2.5c to 0.3.2 Preview.
I understand that the distortion method and values have changed, but with the newer SDK the perceived resolution is much lower and the thus aliasing is much worse. It might be a reverse placebo, but I don't recall it being this bad with the 0.3.1 Preview. I can definitely attempt those comparisons too.
Anyone else have any thoughts?
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- AnonymousI too am a disappointed at the image quality. I find (on a Mac at least) that I can't have hardware AA on in Deferred Lighting and am forced to use the Forward rendering path setting.
I get this warning in the console when I switch rendering paths:
"HDR and MultisampleAntiAliasing (in Forward Rendering Path) is not supported. This camera will render without HDR buffers. Disable Antialiasing in the Quality settings if you want to use HDR."
I'm going to go back to the 0.2.5c for now.
I did finally calibrate the DK1 display and can report that the colors look much better and less washed out overall.
I'm also trying to figure out what "Use Camera Texture" option in the OVRCameraController does (or how to use it). When checked the image looks really good but flat and the left and right cameras don't align properly it seems. - AnonymousOk so "Use Camera Texture" option produces a better, sharper image it seems. I had adjusted the Camera Texture Scale and perhaps that produced the camera alignment issue I initially noticed. I've turned off HDR everywhere and I still get the HDR AA warning now that I'm using the Forward rendering path. Textures on my characters appear blurrier from a shorter distance than with the previous SDK.
- AnticlericMemberTwo questions for those that have tried it:
Do Image effects work on the camera(s)?
What is your frame rate like compared to 2.5c? - AnonymousWhen I was trying to get it working in Deferred Lighting I applied AA post effect (trying it w/HW AA on and off) and it didn't seem to affect the camera at all.
Also I noticed that on the Reddit thread linking back to this forum that there was mention of the Camera Texture Scale being max 1.0 with only the ability to scale down from there. For some reason the default value in the Camera Texture Scale of the OVRCameraController in my project is 1.5 and if I check Use Camera Texture with a 1.5 value the character in my scene (only using a character and plane to test) looks significantly better.
edit: just realized that the Reddit poster was referring to Scale Render which is set at the top of the OVRCameraController (Script) not the Camera Texture Scale. - excelynxHonored Guest
"Anticleric" wrote:
Two questions for those that have tried it:
Do Image effects work on the camera(s)?
What is your frame rate like compared to 2.5c?
Looks like they've fixed both the image effects issue (black screen) and the skewing issue - so those are definitely good things!
I can't make an accurate comparison from 0.2.5c until I get the image quality roughly equal, but it looks like performance is comparable to the 0.3.1 Preview. - excelynxHonored Guest
"contempt" wrote:
I find (on a Mac at least) that I can't have hardware AA on in Deferred Lighting and am forced to use the Forward rendering path setting.
Ok so "Use Camera Texture" option produces a better, sharper image it seems.
When I was trying to get it working in Deferred Lighting I applied AA post effect (trying it w/HW AA on and off) and it didn't seem to affect the camera at all.
... if I check Use Camera Texture with a 1.5 value the character in my scene (only using a character and plane to test) looks significantly better.
Ah, that's definitely a big part of the issue in my project too. I'm using Deferred Lighting and setting the Anti-Aliasing on in the Quality Settings has no effect at all, and thus that can't be used to "fix" the resolution issue. I understand that the new SDK uses the AA to basically tell Unity to render at higher resolutions, but it seems somewhat ineffective and doesn't work at all in Deferred Lighting.
Use Camera Texture does produce a much better image, you're right. I assume this isn't the default for performance reasons, but it looks so much better. For some reason it requires FlipY to be on to work. However, Use Camera Texture also doesn't work at all with Deferred Lighting and breaks even further than not using it at all (it just ends up hyper-fish-eyed and completely unusable).
It seems like 0.3.2 Preview isn't at all compatible if you're using Deferred Lighting. I guess I'll be waiting on the next preview. :D - ganeshdmHonored GuestToo disapointing at image quality...
- ganeshdmHonored GuestPlease update SDK as well as possible we r waiting for Advanced version of SDK0.3.2 Preview2
- seraphimHonored GuestFor me the FOV setting is way too high and is causing the blurry image. It looks like it's defaulted to about 142 degrees so reducing it to about 111 degrees as in earlier SDK's makes the image much better in my opinion. Does DK2 use such a wide FOV? Maybe that's why it's defaulted to that setting.
- vrdavebOculus Staff
"seraphim" wrote:
For me the FOV setting is way too high and is causing the blurry image.
For SDK 0.3.1 and up, we compute the FOV based on your eye relief and IPD. You can run the config util to create a profile."contempt" wrote:
if I check Use Camera Texture with a 1.5 value the character in my scene (only using a character and plane to test) looks significantly better.
You can increase the pixel density by enabling "Use Camera Texture" and turning "Camera Texture Scale" up on the OVRCameraController. If you leave the scale at 1, the undistorted camera texture will contain one pixel for every pixel in the distorted image at the center of the screen. Values above 1 are supported and they effectively super-sample the image, improving quality. Values below 1 may improve performance. If you leave "Use Camera Texture" off, then the undistorted image is rendered at the same resolution as the final output, so I would recommend running your application at 1920x1080 in that case. This setting should perform similarly to 0.2.5c. Rendering to a texture comes at an additional cost."Anticleric" wrote:
Do Image effects work on the camera(s)?
Yes, image effects should work. If you see corruption, try turning off "Use Camera Texture". Unity 4.3 seems to have a bug with image effects when you render to a RenderTexture. Alternatively, you can vary the number of image effects on the camera. For example, adding an extra tone mapping pass that does nothing can fix the issue."contempt" wrote:
"HDR and MultisampleAntiAliasing (in Forward Rendering Path) is not supported. This camera will render without HDR buffers.
Unity's deferred rendering generally doesn't support MSAA. Unfortunately, it also has bugs affecting the FOV and/or viewport.
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