quest pro bad graphic quality from distance
Every object has extraordinary sharpness and that is specifically compromising the quality of the overall quality. Look at the bookshelf lot of Sharpening from a distance. using Unity Version 2021.3 URP after applying all optimization render setting also like Anti-aliasing x4 render scale > 1582Views0likes0CommentsLooking to increase the "view distance" on the Go
I just got my Go a few days and am really impressed with it. So much easier to use than my PSVR. But I have a question... everything on the screen is "too close". For example, the Settings/Store/Library panel at the bottom of the Home screen is so low that I need to press my chin to my chest in order to see it. I know about the "reset view" option and it's not much help. It just moves everything up, and doesn't seem to carry over to games, etc. I'd like to set the screen - globally - to be something like three virtual feet farther away. I understand that things are intentionally at the bottom, but the view is so close that "bottom" equals trying to look at my own navel while sitting down. Does anyone know if there's a way to adjust this? Would the alternative foam face panel (https://www.oculus.com/go/accessories/) help? Thanks.1.9KViews0likes3CommentsIncorrect distance while working on architecture visualization
Hi! I'm currently working on a realistic 3D house model in UE4. I'm making it from a real house, so I can see the real distances and propotions. But when I tried to walk through my model, I found that everything looks very small. Rooms that should be 20 meters length look like there are only 3 meters. The problem is that I'm truly sure that I imported all the models correctly in the engine (checked with a ruler) and the propotions of objects are correct. For experiment, I set "uu to meters" setting (one unreal unit equals to 1 centimeter) to 10 instead of 100 (so I scaled all the world in 10 times) to make it work properly. But I still think that this is the wrong way, because currently many developers say about incorrect hand controllers look in this "scaled" world :) Then I tried to adjust my oculus. I tried setting the Eye Relief to max possible values. I found that now everything looks great. I know that currently the problem is soled, but I would like to ask you about some article or documentation where this problems may be described more deeply?519Views0likes1Comment