Best gfx in VR?
Hello forum runners,
I come with an inquiry to you all since my past efforts in this realm have proven to bode well with useful answers and techniques.
After meeting with my artist today surrounding our Unity-Oculus game, we have come upon a problem with the transition from Unity into the Dk2 in regards to our graphics quality. When my artist (who runs at 90 plus fps on 970 ti) drags his models and terrain into the scene inside Unity, the graphics are stunning and the detail is there, but when we play or build the scene, the graphics are distorted and become not as detailed. We have looked online for solutions as there are many possibilities for this problem, from SMAA integration to preferred settings within Unity's player, gfx, and quality parameters. I'm sure there's no go-to solution as VR is still being figured out, however we are hoping to get some advice on how to best represent our unity gfx inside the rift. I'm not entirely sure if we are missing out on some shaders or if there is a trick to getting our perceived gfx to translate well into VR, but I was hoping the forums would save us or give us some references that would be useful in figuring this out.
As I'm sure you can tell, we are young and new to VR and 3d gfx/rendering, and are kind of in the dark about these oncoming problems. I hope more seasoned VR vets wil be able to guide us towards fantastic gfx quality for VR.
Thank you all!!
Alex V & Jake
I come with an inquiry to you all since my past efforts in this realm have proven to bode well with useful answers and techniques.
After meeting with my artist today surrounding our Unity-Oculus game, we have come upon a problem with the transition from Unity into the Dk2 in regards to our graphics quality. When my artist (who runs at 90 plus fps on 970 ti) drags his models and terrain into the scene inside Unity, the graphics are stunning and the detail is there, but when we play or build the scene, the graphics are distorted and become not as detailed. We have looked online for solutions as there are many possibilities for this problem, from SMAA integration to preferred settings within Unity's player, gfx, and quality parameters. I'm sure there's no go-to solution as VR is still being figured out, however we are hoping to get some advice on how to best represent our unity gfx inside the rift. I'm not entirely sure if we are missing out on some shaders or if there is a trick to getting our perceived gfx to translate well into VR, but I was hoping the forums would save us or give us some references that would be useful in figuring this out.
As I'm sure you can tell, we are young and new to VR and 3d gfx/rendering, and are kind of in the dark about these oncoming problems. I hope more seasoned VR vets wil be able to guide us towards fantastic gfx quality for VR.
Thank you all!!
Alex V & Jake
