08-30-2018 05:01 AM
08-30-2018 08:34 AM
08-31-2018 08:53 AM
08-31-2018 09:05 AM
@@odi0n
odi0n said:once I figured that out, I moved it into the view of camera. Now I see it, it follows my hand correctly, the issue now is getting the controller adjusted to the correct height.
odi0n said:Also, my environment of just a floor and and walls created from unity cubes. Are super jaggy and not sharp.
odi0n said:I figured had to do with Fixed Foveated. I went ahead and created a FixedFovested Script, from here:
https://developer.oculus.com/documentation/unreal/latest/concepts/unreal-blueprints-get-tiled-multir...
I then attached the script to the character Model:
ETiledMultiResLevel_LMSHigh (index = 3):
still have a extremely jaggy looking environment. FFR was not the resolve. Tge goal today is to attach the 72hz code and find the anti aliasing code and use that if needed. But I have an extreme jagged surrounding, to the point it’s stabbing my eyes.
@Tolin93 thanks again! I appreciate any help as this stuff is super complex for as 1st month person like myself.
OVRManager.tiledMultiResLevel = OVRManager.TiledMultiResLevel.LMSHigh;
OVRManager.display.displayFrequency = 72.0f;
FFR does not do anything to fix jagged edges though. If anti aliasing doesn't fix it, see if you can grab a screenshot and upload.
09-01-2018 02:44 AM
09-05-2018 04:29 AM