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SinnStudio's avatar
SinnStudio
Explorer
3 years ago

Render Scale Issue

Hi,

QA has flagged a Render Scale output of 83, failing Meta's 85% requirement.

Our set-up:

  • Our device profiles have mobile render Scale set to 0.85.
  • On BeginPlay at runtime, we set vr.PixelDensity to 0.85.
  • We do not have dynamic resolution enabled or any other relevant settings we're aware of that could influence the Render Scale.
  • We're using Vulkan.
  • Screen percentage is always 100%.

Strange clues:

If we set pixel density to something low like 0.25, the Render Scale shows 45% in the metrics HUD. If we set it to 1.0, the Render Scale shows 96%.

At least one other dev in the Oculus Start Discord server has reported similar discrepancies with the Render Scale (in one case, they saw the same difference: they set their PD to 1.25 but the RS showed 123%)

Has anyone else encountered this? Is the metrics HUD wrong? Is this a hardware level issue? Engine bug?

1 Reply

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  • Hi SinnStudio ,

     

    We are not using Unreal but Unity 2022.3.7 Urp 14 with Vulkan. also has the same issue.  I was wondering if you found an answer yet?

    // will set the render scale percent to 96 with a  
    // Eye Buffer Width 1391
    // Eye Buffer Height 1584
    ((UniversalRenderPipelineAsset)QualitySettings.renderPipeline).renderScale = 1.0f;
    UnityEngine.XR.XRSettings.eyeTextureResolutionScale = 1.0f;
    
    // will set the render scale percent to 115
    // Eye Buffer Width 1670
    // Eye Buffer Height 1904
    ((UniversalRenderPipelineAsset)QualitySettings.renderPipeline).renderScale = 1.2f;
    UnityEngine.XR.XRSettings.eyeTextureResolutionScale = 1.0f;
    
    // will set the render scale percent to 115
    // Eye Buffer Width 1670
    // Eye Buffer Height 1904
    ((UniversalRenderPipelineAsset)QualitySettings.renderPipeline).renderScale = 1.2f;
    UnityEngine.XR.XRSettings.eyeTextureResolutionScale = 1.2f;

     Noe the renderdoc capture display 1440x1584 at 96% and 1728x1904 at 115