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Inspiring
March 1, 2017

[Gear VR] Reportedly visual clarify is worse than in Daydream using Pixel XL - why ?

Reportedly (and it was coming from several users) the image clarity is much better in Daydream using Pixel XL than in Gear VR when using S7. Both Pixel XL and S7 have identical screens.

Why is that? Anything that can be fixed on the software side to make image in Gear VR as nice as in Daydream ? (maybe John Carmack needs to be made aware of this :) )

Thanks
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4 replies

motorsepAuthor
Inspiring
March 6, 2017
@imperativity

Aha, I see. Thanks for clarifying. 

I assume since Gear VR was aimed at Note 4 hardware, lower res was required for performance reasons.
motorsepAuthor
Inspiring
March 6, 2017



You have the ability to scale up the eye buffers on Gear VR using pixel density (hmd pd).



How would you do that in UE4 ?
March 15, 2017
Are there any plans to change the default for the S8 ?
motorsepAuthor
Inspiring
March 15, 2017
I would rather have a BP node to set it dynamically (or have an .ini option) - personally I'd rather have same old resolution of eye buffer, and use increased performance for something else (fancier rendering, more drawcalls/polycount/particles/etc.). Meanwhile you might want to offer higher resolution and use S8 performance increase for that purpose.