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May 23, 2014

SDK v0.3.2 Preview 2 Discussion

Does the new SDK look like a super low-res blurry mess to anyone else? Is there a setting I'm missing?

I tried both importing the newest SDK into my own project and importing Tuscany into a brand new project and both result in low-resolution and heavy aliasing in the center of the screen.

I've uploaded an image as an example of what I mean: http://i.imgur.com/o169wyB.jpg

Edit: I missed a setting. It looks like turning on 4x Anti-Aliasing is required now.

Here's an image with 4x Anti-Aliasing enabled: http://i.imgur.com/ohBeaG9.jpg

Even with 4xAA on it still seems like it's a lot blurrier than the previous SDKs to me.

Here's some before: http://i.imgur.com/3wDbb8f.png and after: http://i.imgur.com/2DJd5NH.png images of a scene in my own project, from 0.2.5c to 0.3.2 Preview.

I understand that the distortion method and values have changed, but with the newer SDK the perceived resolution is much lower and the thus aliasing is much worse. It might be a reverse placebo, but I don't recall it being this bad with the 0.3.1 Preview. I can definitely attempt those comparisons too.

Anyone else have any thoughts?
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    88 replies

    Participant
    June 8, 2014
    I want to report an issue with 032 preview 2.

    If I add SSAO Effect, cameras render totally black...

    I try also "Use Camera Texture" but it doesn t help me

    Any advice to fix quickly please?
    Inspiring
    June 8, 2014
    First, make sure you're applying the image effects to the left and right eye cameras, not the camera controller/distortion camera. What platform and hardware are you using? Does the issue still happen if you use the AmbientObscurance effect instead of SSAO? Sometimes Unity will drop the camera output for certain numbers of image effects. Can you try adding an image effect that does nothing? For example, add color correction with a value of 1.0.
    Participant
    June 8, 2014
    Ok I applied postFX to OVRCameraController and not to CameraLeft and CameraRight.
    Deleteing from OVRCamCtrl and assign to left and right cameras it works fine.

    However at this moment I use 5 postFx:

    1 SSSAO
    2 AmplifyColor
    3 CC_Fast Vignette
    4 Lens DIrtiness
    5 postFX AA

    I wrong something?
    It is not correct apply all the postFX to OVRCameraController?
    Exluced SSAO, everything seems to works fine.

    What do you advice? I need to move all the postFX to each right and left camera, or simply move SSAO?
    If you can explain the tech issue I will be happy :)
    Thanks
    Inspiring
    June 8, 2014
    "kaz2057" wrote:
    It is not correct apply all the postFX to OVRCameraController?
    Exluced SSAO, everything seems to works fine.

    Most image effects will work better when you apply them to the left and right cameras instead of the camera controller. That camera only takes the left and right eye images and distorts them. Some image effects such as AmplifyColor, which only need local information around one pixel, may still work on the camera controller. But many effects will break because they assume a perspective projection and valid depth buffer. Neither of those assumptions are valid on the camera controller.
    Participant
    June 8, 2014
    Minor fix suggested for LibOVR\Src\Util\Util_Interface.h ...

    Change the line
    #include "../../Src/OVR_CAPI.h"

    To
    #include "../OVR_CAPI.h"

    Probably doesn't affect many pelple but this change makes it match up with how other \Util header files include files and rectifies a compile error in my build environment.
    Inspiring
    June 8, 2014
    Thanks, fixed.
    Participant
    June 8, 2014
    An inconsistency in the Oculus Configuration Utility: In the main screen the eye relief knob depicts the dial on the right side of the Rift, whereas the photo in the Eye Measurement Tool shows the dial on the left side of the Rift. Might be confusing.
    Participant
    June 9, 2014
    "kaz2057" wrote:
    I want to report an issue with 032 preview 2.

    If I add SSAO Effect, cameras render totally black...

    I try also "Use Camera Texture" but it doesn t help me

    Any advice to fix quickly please?


    I want just report that the issue with SSAO was just with 032 preview2, with previous 031 it works fine on ControlCamera ...

    But I don't know why :)
    Inspiring
    June 9, 2014
    Thanks, kaz2057. Most likely, it worked because 0.3.1 didn't automatically disable regular rendering on the camera controller. There was a lot of wasted work going on there, but it produced a z buffer that SSAO was probably using. I'd still recommend keeping the image effects on the left and right eye cameras.
    Inspiring
    June 9, 2014
    "vrdaveb" wrote:
    "MikeF" wrote:
    It seems like when i got close to 66.8mm the bug began appearing consistently.

    Interesting. I tried setting my IPD at this level in a couple of configurations with and without OVRPlayerController, but couldn't reproduce this. Can you share some more details about your setup? Does it occur if you load up the reference Tuscany scene and increase the IPD to 0.068?


    I'm getting this across all my scenes now since i've updated to unity 4.5 and the latest sdk (after adjusting the IPD as i've mentioned). I think i may have a lead though, i'm using a leap sensor so i'm wondering if it is being wrongfully detected as the dk2 camera?