Forum Discussion
Oroboros
9 years agoHonored Guest
SetStereoProjectionMatrix doubles shadow caster count
In Unity, when I use the method SetStereoProjectionMatrix on an single Oculus VR Camera, I immediately lose all shadow caster optimizations until I call ResetStereoProjectionMatrices again. Even ...
Oroboros
9 years agoHonored Guest
imperativity said:
Hi,
Welcome the Oculus Forums.Is there a way to set the stereoprojectionmatrix of the camera, without losing first-party optimizations?No, this is how Unity behaves. By default, it uses an optimized stereo projection that is also perceptually valid for the VR headset. Setting it to anything else would be problematic.
Hi imperativity and thanks for responding.
Is there any way to get this "optimized" stereo projection matrix? Can I somehow get this in code? Or is this completely cut off from api access? If not, is there a way for me to simulate the optimizations in of the projection matrix, such as decreased verts/tris or not having to double shadow counts? I really want to release my temporal AA solution to the community.
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