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Up and Coming
June 15, 2015

How do I get readable textures. Will it be better in CV1?

My game has a cockpit and for each panel in the cockpit I have a texture which has text for each button.
In DK2 it's very hard to read this text unless I get really close to the panel. Will this be better in CV1?

Is there a better way to do this? I can't really think of anyway around it. My textures are excellent quality and they look great in non VR.
Will the new layers help with this once/if Unity starts supporting this?
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    9 replies

    tozz3rAuthor
    Up and Coming
    June 15, 2015
    Anyone from the Oculus team care to comment on this as they might know what is possible with the new display.
    Will it be easier to read texture text with the new screens? Or is it the same experience as DK2?
    June 15, 2015
    Most of the newer headsets have higher resolution as well as improved optics.
    And with layers you should have more control.
    You will likely still want to avoid small text.
    tozz3rAuthor
    Up and Coming
    June 15, 2015
    Do you know if/when Unity or UE4 will support layers?
    Avoiding small text is not really an option if you want to simulate and old P-51 cockpit or something similar. Has anyone done this in an effective way? I assume other people are dealing with this when they are simulating space ships or flight sims...
    Inspiring
    June 15, 2015
    It's an improvement, for sure, though extremely small text will probably still be a challenge.
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    tozz3rAuthor
    Up and Coming
    June 15, 2015
    Thanks! I guess I'll have to find ways around it. It depends on your definition of extremely small text.
    Do you know about support for layers in Unity or UE4?
    Inspiring
    June 15, 2015
    The layer support may be in Unity already and will come to UE4 soon. However, I'm not sure if it will help you much. The layers can be used for things like a HUD or GUI that appears over the game. It's not meant to be used for objects inside the game. You can try rendering to a larger buffer though this will, of course, have a performance cost.
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    tozz3rAuthor
    Up and Coming
    June 15, 2015
    Thanks. Any documentation on rendering to a larger buffer?
    Inspiring
    June 15, 2015
    In Unity 5.1 you can change the VRSettings.renderScale. It starts at 1 and you can increase it to up the eye resolution.

    In Unity 4.x there are two settings: Native Texture Scale and Virtual Texture Scale on OVRManager.

    In UE4 the setting is screen percentage (i.e. "HMD sp 100").

    Keep in mind that after you increase the value, you may not be able to set it lower without restarting the app.
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    tozz3rAuthor
    Up and Coming
    June 16, 2015
    Thanks, I'll give it a try.