Is it currently possible to get the refresh rate of the connected HMD?
For Gear VR versus PC, we would just detect platform, we need to be able
to set our fixed timestep to match framerate separately for DK2 and
eventual CV1 players.Closest thing I'v...
The documentation for the Unity 4.6 integration suggests forcing texture
compression to ETC2, but also suggests forcing the graphics API to Open
GLES 2.0. When we do this, Unity decompresses all ETC2 textures to
RGBA32 at load, because it assumes ETC...
We're wrapping up production on our Gear VR game, and noticed that
occlusion culling seems to be ignored on device. This seems to be a new
issue - we thought occlusion culling had been working up until a couple
weeks ago. We're on:Unity Android Pro 4...
The forums font is getting forced to Oculus Sans by the updated site's
CSS. Not sure if this is intentional or not, but it's somewhat garbled
by Windows font rendering. This is in Chrome:
Hi everybody! We're Turbo Button, and we're excited to share SMS Racing:
a game about the thrill of texting and driving.ChallengePost page:
http://vrjam.challengepost.com/submissi ... sms-racingFeaturesText and
race in the suburbs or the cityLearn ho...
"petergiokaris" wrote:Hi HoldenTB, Thanks for letting us know about the
performance issues you are having. Are you seeing this happen with the
example scene that is part of the native integration (RedBallGreenBall)
or is it happening in a more comple...
Can't speak for everyone, but fog has had no discernible performance
difference on the Gear VR games I've worked on. Focus on limiting your
fill rate and it should be fine.
Thanks for the quick response. Would you guess this functionality will
be introduced prior to SDK 1.0? I've already got this working with other
SDKs, so I can stub in a dummy function for now and wait for the
official support if it will be ready befo...
We're having the same issue here. The DX11 mode ruins lightmaps in the
editor, but the lightmaps look fine on device. It just makes working in
scenes more difficult.