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Participant
October 24, 2014

0.4.3 OpenGL Direct HMD window size issue

I noticed in OpenGL Direct HMD mode, the size of the application window affects the resolution in the HMD. If you make the application window size small, the image in the HMD will appear very blocky. As you increase the window size, the HMD image becomes sharper.

I see the same problem with the Oculus World Demo when I compile it to use OpenGL. The problem does not happen when I compile it to use D3D.

Any ideas on how to work around this?

    4 replies

    Inspiring
    October 25, 2014
    Interesting. Let me see if someone here knows more.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
    Inspiring
    October 25, 2014
    I'm also seeing this. It looks like OpenGL direct mode can only mirror the window if it's full size.
    Brad Davis - Developer for High Fidelity Co-author of Oculus Rift in Action
    Participant
    October 29, 2014
    Using a borderless window seems to be a viable workaround for this issue. The borderless window can match the resolution of the HMD, even if the HMD resolution is larger than your desktop resolution.
    Inspiring
    October 29, 2014
    You can also simply hide the onscreen window, but not until after the Rift has activated.
    Brad Davis - Developer for High Fidelity Co-author of Oculus Rift in Action