OVROverlay Cubemap Fade
I am currently using the OVROverlay system when the player is loading certain data to avoid headtracking issues. Right now, I have two overlays in the scene: 1. A cubemap with a custom texture 2. And a quad to display loading progress. Overall, the system works, but I would like to be able to fade in the overlays rather than just turn them on and off. After a tweak to the Texture2D Blit.shader file (just manually adjusting the alpha value of the final color), I was able to get the quad fading in and out, but making the same change to the Cubemap Blit.shader file doesn't seem to actually do anything. So, I was wondering if this functionality is actually possible?1.2KViews0likes2CommentsLaunching to external application.
Hello, I'm currently working in Unity to create a VR hub application that links to three VR experiences that reside in their own separate executables. Currently, I drop out into the OVR white room when transitioning from one executable to another. On SteamVR, I'm able to mask this transition by using their Load_Level script to launch the external process while fading into a customized compositor scene during the transition. I noticed that OVR_Overlay allows me to customize the white room by loading in a cubemap. Is there a way to get this customized overlay to persist as I switch executables?484Views0likes0Commentscompositor layer performance diffs with S8 exynos and S8 snapdragon 835
hello everyone, i use compositor layer with sdk 1.18 for a single ui panel in unity 2017.1. With some test, i found overlay ui demo in Oculus sample framework( also 1.18 ) performance diff in S8 with different cpu (exynos and 835), which exynos get fps 60 and 835 only get 50fps. And in my project exynos get 60 while 835 onlyget 35fps, while scene only have a sinlge ui panel rendered with overlay. So, i upgrade oculus sdk into 1.22 using unity 2017.3.0f3, the demo in framework get fps all 60fps nomatter exynos or 835. But when i upgrade my project which has more complex model and only one ui panel with overlay tech, the performance with 835 get fps 45 fps while exynos get 60. there has optimize but not enough, when i turn off overlay, all cpu get fps 60 fps. More infomation, 835 run apps whatever demo or my project, there has obvious dither when i turn my head, looks like time wrap not work in s8 835. is some advise to using overlay tech in s8 835? maybe i am not get the right way to using it. but s7 and s8 with exynos all get 60fps with same code and works well........ edit-2018-1-29: i test build-in overlay demo(sdk 1.22 &2017.3) with unity profiler, the result is below: the left is 835 and right is exynos, the most time cost different is PLAYER_SEND_FRAME_COMPLETE. after a few of frames, PLAYER_SEND_FRAME_COMPLETE cost 9-10ms while exynos cpu just cost 1-2m. i have no idea about how to reduce the cost time of FRAMEEVENTS.XREndFrame which's father is PLAYER_SEND_FRAME_COMPLETE in profiler tree. the profiler compare below is my project(sdk 1.18 2017.1) left is exynos & right is 835 is someone can help me figure it out? thanks for your attention640Views0likes0Comments