Let Us Customize Display Window Aspect Ratio Within Remote Desktop
I hate to be that guy, but does it irritate anyone else who normally uses ultrawide monitors/resolutions that no currently available transformation of the windows that RD uses gets rid of the ugly letterboxing?.... Especially if I ever try to use a virtual display, cause the only two options that feel like they should, at least to me, are on either side of the main display.... I would just love to get a nice, clean window that's the right size, and responds at as low a latency as possible given any possible complications while data streaming, which I already see/feel is getting tweaked regularly.... For me at least, ONE really good main display is fine for now, and what I keep praying for... 😔 It delays the desire I feel to immediately go pick up a third-party pair of XR glasses to tide me over until next fall by at least a few months... As long as this gets stronger/faster, this fills 99% of my needs computing wise, desktop considered.35Views1like1CommentRender resolution vs. app res in ODT overlay
Hi! When I display the performance overlay in oculus debug tool the displayed app res is larger than the render resolution set by the meta quest link tool. Is this because render resolution in link tool is meant to be the resolution after lens correction and app res in odt overlay is before lens correction? TIA, Heiko588Views0likes0Comments360 Images Resolution, format and viewer
Hello there! I have looked around for quite a while but I couldn't find an answer. There are similar topics but they are old or unresolved... Sorry for bothering you again with this... What is the maximum resolution for a 360 spherical equirectangular image for being properly loaded and viewed in a Quest 3? 2:1 8192? 12k? more? I am referring to simple spherical panoramas, monoscopic... digital architectural renders in my case. Should I load them to the internal storage of the Quest 3 as jpg, png, or another format? Is the native Quest 3 viewer a good way to watch them or does it compress the files? If so, can anyone suggest an alternative app? Thank you in advance guys... Have a nice day everyone Filippo611Views0likes0CommentsSame game for 3 different platforms (quest 1, 2 and 3) launching at custom VFX, render resolution?
Hi, if I publish an app/game on the Meta Quest Store for Quest 1, Quest 2 and Quest 3, is it possible possible launching the game at custom resolutions for each platforms? For example I want Quest 1 owners launching the game at the native display resolution of 1440 × 1600. I want Quest 2 owners to launch the game at 1,920 by 1,832 pixels per eye rendered resolution (or slightly intermediate one for optimisation). I want Quest 3 owners to launch the game at 2,064 x 2,208 pixels per eye. Wow to setup the game so to have this kind of customisation for the launcher related to the hardware? Possibly with custom render resolutions to choose for each one? And is this the best way to obtain the best resolutions from each hardware? Can we up the graphics (VFX, polygons, particles, light and shadow effects, etc on a recent hardware for example Quest 3 or it would also effect Quest 2 performance and Quest 1? Thx a lot a lot for your attention575Views0likes0CommentsOCULUS QUEST 2 - BROWSER & WEB PLAYER - VR 360 limited resolution
We're working in a development of a web player to allow VR 360 cinema content to be watched on any screen... So web player can show correctly a 360 cinema stream on a smartphone (2D 360) and smartphone with cardboard (3D 360), also on PC or MAC screen (2D 360) and on Oculus Quest and Quest 2 (3D 360). BUT... Although Oculus Quest 2 can support perfectly 3D 360 Cinema contents at 5760x5760 resolution 30fps (using Oculus TV app accessing to local file content), we could not make it work when playing the same content from a DASH streaming internet server... So we tried to generated DASH/HLS stream in several formats... 5760x5760 30fps with H265 and VP9 codecs, (which are supported on QUEST2) but DASH/HLS streaming does not work and shows only audio with a grey no-video screen. If we try with a DASH stream with 4096x4096 resolution and H264 codec, then it works... but it's far away from the video quality we would like to achieve with 5760x5760... Could please some technical guy from Oculus tell us which are the real resolutions and codecs support from Oculus Browser on Oculus QUEST and Oculus QUEST 2? Thank you very much for your kind attention. Berst regards. Francesc Mas3KViews1like0CommentsUnityEngine.XR.XRSettings.eyeTextureHeight does not match my device resolution
Hi, I'm developing with an standard Oculus Rift, which has a resolution of 2160x1200. But when I look for the value of UnityEngine.XR.XRSettings.eyeTextureHeight it says that it is 1600. The eyeTextureResolutionScale is set to 1, so I expected to have an eyeTextureHeight of 1200 (the actual height of the device * eyeTextureResolutionScale). Could someone help me with that? Thanks1.2KViews0likes1CommentTiled Mutlires Level don't work on Quest build
Hey we have a problem with our current Oculus Quest game. Everything runs well except the Tiled Multires Level doesn't. I set it in the Awake of my VRManager. Also tried the Start function. OVRManager.tiledMultiResLevel = this.tiledMultiresLevel; In the Build it say that the TML is on for this devices and set correctly. But when i look at the edge of the screen, it is still fullres... Some ideas?580Views0likes0CommentsOculus GO resolution aliasing
Hi I'm been doing some tests on the GO with Unity 2018 and I'm noticing that it's looking very jaggy even with MSAA set to maximum (with MSAA off its horrendous). To be fair its an tough case because they are cartoony buildings (vertical and horizontal lines) - but with the slight increase in resolution of the GO over the Rift I expected it to at least look similar to what I get on the Rift. Btw. I'm using the OVR Manager. Is there a possibility I'm doing something stupid? or is anyone else finding the same?7.2KViews0likes9CommentsOculus Go Gallery Max 360 Video Resolution
Can anyone point me to where the official stats are for: The Maximum recommended 360 video Resolution for Oculus Go, Gallery Videos - H.264 30fps I'd really like a link if some one can help (want to reference it in a doc') thanks in advance :-)417Views0likes0CommentsIssues with AdaptiveGpuPerformanceScale
Hello, I'm trying to use this for adaptive resolution as done in the sample code. However, it won't work because AdaptiveGpuPerformanceScale is giving back values too high. What I'm seeing is at about 90 FPS at AdaptiveGpuPerformanceScale ~= 1.2. I'm unable to bias this on my end because when it's ~= 1 it won't send updates and we actually need to downres. I saw in the SDK it's based on desired_GPU_utilization. Is this something I can set somewhere? PS. The default ue4 pdadaptive implementation has got some bugs even if the GpuPerformanceScale had correct values. -Andrew975Views0likes2Comments