Forum Discussion
MichaelSchenck
11 years agoHonored Guest
Unity LOD system
Has anyone had any experience with Unity's LOD system and the Rift. I am trying to work with this in my project and having trouble. The switching seems to not be consistent with how it switches working in the editor. I have made sure the lod bias is the same. Could the screen space calculation somehow be coming out differently than expected because of the Rift camera setup? Does the camera render to a larger screen before the warping? The CameraTextureScale is set to 1 in the OVRCamera code so it seems like it doesn't. Any help would be appreciated.
UPDATE: After some further digging it appears that the LOD system takes into account FOV in its calculations which makes sense I guess. Although visually this does not give you the desired result in the Rift. Switching the OVRCameras back to the default 60 deg gave me the same transitions I was getting while testing the LODs in the editor scene view. So, I adjusted the lod bias until I started getting comparable results. I also tested this in multiple resolutions. The adjustment was 60->111 FOV and 1->3.8 lod bias. Maybe someone more knowledgeable of LOD algorithms can shed some light on that relationship. I would like to know how to handle this properly without throwing some number at it to fix it.
UPDATE: After some further digging it appears that the LOD system takes into account FOV in its calculations which makes sense I guess. Although visually this does not give you the desired result in the Rift. Switching the OVRCameras back to the default 60 deg gave me the same transitions I was getting while testing the LODs in the editor scene view. So, I adjusted the lod bias until I started getting comparable results. I also tested this in multiple resolutions. The adjustment was 60->111 FOV and 1->3.8 lod bias. Maybe someone more knowledgeable of LOD algorithms can shed some light on that relationship. I would like to know how to handle this properly without throwing some number at it to fix it.
1 Reply
Replies have been turned off for this discussion
- xhonziHonored GuestThanks for the tip off!
My game makes use of 4 Quality Levels, and at the highest, the LOD Bias is 1. So I dropped this into some code I have that runs every time the Rift is in use:
if (QualitySettings.lodBias <=1)
QualitySettings.lodBias *= 3.8f;
Quick Links
- Horizon Developer Support
- Quest User Forums
- Troubleshooting Forum for problems with a game or app
- Quest Support for problems with your device
Other Meta Support
Related Content
- 2 years ago
- 1 year ago