05-13-2016 11:12 AM
05-13-2016 12:51 PM
05-18-2016 10:30 AM
05-18-2016 10:39 AM
where can I find more info about the differences between renderScale and renderViewportScale?See https://docs.unity3d.com/540/Documentation/ScriptReference/VR.VRSettings-renderViewportScale.html and https://docs.unity3d.com/540/Documentation/ScriptReference/VR.VRSettings-renderScale.html.
what's the default value?
Yep, it's 1. That means the entire texture will be used for rendering. A renderViewportScale of 0.5 would use an 0.5x0.5 square inside the texture, resulting in a 75% pixel throughput savings. A renderScale of 0.5 would result in the same savings, but it would force a re-allocation of the eye buffers instead of using a smaller viewport within a large buffer.
I could set renderScale to 2 (my max), then dynamically set renderViewportScale down to 0.5 in scene (or scenario) that I don't need the max level of sharpness.
Yes, renderScale * renderViewportScale would cancel out to 1 in that case, so the sharpness would be the same as 1, 1, but there would be a larger memory footprint.
05-18-2016 02:52 PM
05-18-2016 03:02 PM
05-18-2016 04:57 PM