[GearVR] Cannot change PixelDensity (PD) or ScreenPercentage in Runtime
I had this amazing idea of changing the PD in runtime by getting how hot my device was getting when playing the game, but them I just got the sensation that it is impossible to change ScreenPercentage in runtime on the GearVR. Have anyone manage to do that? I changed r.screenpercentage, hmd.pd and all the other commands that I could find, but no one really did a thing. Well, after changing a lot of options on the DefaultEngine.ini I manage to change the screenPercentage, but that was a not the solution I wanted. In fact, if that could work it would be good for user to be able to keep playing for longer sessions, as well as to have people with their brand new S8 able to experiment better supersampling games :P. Can anyone give me a direction? Could PDAdaptive work? Never seen that thing work either on Oculus or Gear :smiley:897Views0likes5CommentsPDADAPTIVE can get stuck at low frame rate and flicker.
Using UE4.14.3, I'm seeing an issue where with HMD PDADAPTIVE ON, and there has been a high render requirment, the frame rate is locked to 45hz rather than 90hz, the PD range has the capacity to bring the frame rate back, but it doesn't. If I then set hmd pd to say 0.5, this appears to reset the system, allowing 90hz and then pd automatically increases as you would expect. Additionally when frame rate is low I will see flicker in one eye (right), so for example if I force a high PD to reduce frame rate then set something more rational, I will see flicker until frame rate is restored, but in the case above where frame rate fails to be restored, naturally the flicker persists. I see the flicker issue on nvidia GFX cards (980), but have not seen on AMD, while I have seen the frame rate failing to be restored by PDADAPTIVE on both.900Views0likes2Comments