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jumbli's avatar
jumbli
Member
8 years ago

Mixed reality capture with Unreal 4.17 seems low resolution

I'm trying to create a mixed reality trailer for my game using Unreal Engine 4.17.1 (Oculus GitHub branch)
My monitor is only 1440 x 900 so when the split window is rendered each of the two windows are only small. (720 width)
I've tried to make this better by using NVidia's DSR to increase the effective resolution to 2880 x 1800.
In Unreal I'm setting the width per view to 1440x810.
When I perform a screen grab or OBS recording, it captures the screen as 2880x1800 so that seems fine.
However, it looks like the camera is using a low res texture (maybe about 720 width) and simply upsampling to fill my captured resolution. Will this be better if I use a proper hi-res monitor rather than DSR or is the texture size fixed internally somewhere to only use a small size?

I've come across these devices to create a dummy hi-res monitor, but don't know if it will make a difference:
https://www.amazon.co.uk/FREEGENE-Displayport-Emulator-Headless-4096x2160-Black/dp/B0747HC25C/ref=sr_1_1?ie=UTF8&qid=1505494165&sr=8-1&keywords=dummy+hdmi+displayport

Any tips to capture a high res image of the game for mixed reality would be appreciated.

Thanks.

4 Replies

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  • Thanks for finding that out for me. I didn't realise the physical camera for capturing the real player affected the resolution of the game footage captured.

  • mfmf's avatar
    mfmf
    Oculus Staff
    There should be a checkbox in the Oculus MR component for "Use Tracked Camera Resolution," which defaults to true. If that's set, it'll ignore the resolution you typed in. Did you try unchecking it?
  • @mfmf yes, I did uncheck that box and I manually entered the resolution to use per view. I stepped through the code to the best of my ability and saw it did create the viewport using twice the resolution I entered in the per-view setting. I couldn't figure out where it actually captured the two views and moved it to the viewport though.
  • I've now installed Unreal 4.17.2 from the Oculus GitHub which includes 1.18 of the Oculus SDK. This seems to work better now because the mixed reality window now spans my dual monitors and creates a much larger window to capture from. I can't say for sure if the changed behaviour is due to the updates or anything else I have changed recently. 

    They only problem I have now is that when in mixed reality mode my game crashes after a minute with an exception in a post process material. The problem doesn't occur when not in mixed reality mode. I expect this issue is specific to my project as the sample mixed reality app for unreal works fine.