How to pass the TestSubmitFramesWhenNotVisible test - Tried All sorts
Hi guys, I'm stuck on the last test for my app, I've tried all sorts with no avail. All I want to do it turn off cameras, audio and frames being submitted when the menu button is pressed on the rift so it freezes the app. I've tried disabling cameras in a foreach loop, disabling the player gameobject, ovr controllers all sorts. I have a gameobject with a script attached to try and detect when the test will fire based on the HMD losing tracking. Here's where I'm currently at, any help would be greatly appreciated. using System.Collections; using System.Collections.Generic; using UnityEngine; public class HMDCheck : MonoBehaviour { public GameObject OVRCameraRig; private void Update() { if (!OVRManager.isHmdPresent) { OVRCameraRig.SetActive(false); Time.timeScale = 0f; } else { OVRCameraRig.SetActive(true); Time.timeScale = 1f; } } }813Views0likes0CommentsOculus Tray Tool and Oculus Debug Tool doesn't work for improving the graphics
Hi Guys, I'm busy working on a project which requires the Oculus Rift in Unity. I would like to show a 360° video in a room in Unity3D. I noticed that de graphics looks a bit blurry in the oculus, while the graphics in the game window of unity looks great. For our 360° video we're using 4K and 8K material. I've tried to adjust the bits per frame in the Oculus Debug Tool from 1.0 up to 2.0 but that didn't changed anything in my opinion. Also I tried the Oculus Tray Tool to do the same thing with supersampling but the result is the same. I've wachted many tutorials but still my graphics are blurry. Even in de Oculus menu and in the runtime of Unity3D. To make it more clear i've tried to simulate the footage comparing to the game window and the Oculus view. I'm running the oculus on: Windows 10 Enterprise Processor: Intel Core i7-5820K 3.30 GHz Graphics Card: GeForce GTX 1080 Is there an other method or has anyone the same problem, but with a solution please let me know.1.9KViews0likes0Comments