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korinVR
Honored Contributor
November 21, 2014

Virtual Texture Scale does not work well

In Oculus Unity Integration Guide, Virtual Texture Scale is explained as "dynamically scale the cameras render target to values lower then the ideal pixel fidelity, which can help reduce GPU usage at run-time if necessary."

I supposed I could simply lower the scale, but when I modify it at run-time, zooming effect into the left-bottom of the screen happens.

Here are the screenshots. I feel this is a bug. Any ideas?
VirtualTextureScale.jpg
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    3 replies

    Up and Coming
    November 21, 2014
    Yes I think this is a bug, too. I saw this effect in the older sdks as well.
    Michael Schenk did a pretty good job fixing this in the older SDKs: viewtopic.php?f=37&t=12130
    But this does not work anymore.
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    Inspiring
    November 21, 2014
    Last time I checked this was in 0.4.2, but I saw this same behavior when using deferred rendering or any image effects.
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    Inspiring
    November 21, 2014
    This looks like a bug to me. I have filed a report.
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