07-25-2014 04:17 AM
07-25-2014 05:16 AM
07-25-2014 05:52 AM
"Podden" wrote:
Did you calibrate your Rift with the new ConfigUntil?
I know this problem from the 0.3.x betas. There was a setting in ORCameraController called "vertical FOV", which gets it'ss value from your calibration. This setting was responsible for the blurry looks. Setting it manually solved this but I don't think this is intended.
07-25-2014 10:57 AM
07-25-2014 11:02 AM
"drash" wrote:
Haven't tried this out myself, but I am wondering if it is locking the resolution to the native resolution of the device? If so, then the low resolution effect you're getting is probably due to "Use Camera Texture" being off? If this is the case, I believe Oculus is wanting developers to use native device resolution at all times, and let the SDK properly transform pixels in an optimal way -- but as you're aware, this really only looks acceptable if you're using that Camera Texture feature though.
For the quality settings dialog never showing up, is "Display Resolution Dialog" enabled in Edit -> Project Settings -> Player (Resolution and Presentation section)?
07-25-2014 08:49 PM