How does OVROverlay work? Can I use it with custom meshes?
Here's my understanding of how OVROverlay works:
Use it on a world-space quad. If a frame drops, you can render this overlay blended on top of the previous eye buffer, positionally adjusted relative to the headset location. This will make this overlay appear to be moving appropriately corresponding to head movements, despite a dropped frame.
How does this increase apparent resolution and text readability? (See Carmack's tweet)
At some point, can I use my own custom mesh filter instead of just a quad?
Use it on a world-space quad. If a frame drops, you can render this overlay blended on top of the previous eye buffer, positionally adjusted relative to the headset location. This will make this overlay appear to be moving appropriately corresponding to head movements, despite a dropped frame.
How does this increase apparent resolution and text readability? (See Carmack's tweet)
At some point, can I use my own custom mesh filter instead of just a quad?
