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New Participant
June 20, 2023

Render Scale Issue

Hi,

QA has flagged a Render Scale output of 83, failing Meta's 85% requirement.

Our set-up:

  • Our device profiles have mobile render Scale set to 0.85.
  • On BeginPlay at runtime, we set vr.PixelDensity to 0.85.
  • We do not have dynamic resolution enabled or any other relevant settings we're aware of that could influence the Render Scale.
  • We're using Vulkan.
  • Screen percentage is always 100%.

Strange clues:

If we set pixel density to something low like 0.25, the Render Scale shows 45% in the metrics HUD. If we set it to 1.0, the Render Scale shows 96%.

At least one other dev in the Oculus Start Discord server has reported similar discrepancies with the Render Scale (in one case, they saw the same difference: they set their PD to 1.25 but the RS showed 123%)

Has anyone else encountered this? Is the metrics HUD wrong? Is this a hardware level issue? Engine bug?

This topic has been closed for replies.

1 reply

Ianos07
Inspiring
December 3, 2023

Hi SinnStudio ,

 

We are not using Unreal but Unity 2022.3.7 Urp 14 with Vulkan. also has the same issue.  I was wondering if you found an answer yet?

// will set the render scale percent to 96 with a  
// Eye Buffer Width 1391
// Eye Buffer Height 1584
((UniversalRenderPipelineAsset)QualitySettings.renderPipeline).renderScale = 1.0f;
UnityEngine.XR.XRSettings.eyeTextureResolutionScale = 1.0f;

// will set the render scale percent to 115
// Eye Buffer Width 1670
// Eye Buffer Height 1904
((UniversalRenderPipelineAsset)QualitySettings.renderPipeline).renderScale = 1.2f;
UnityEngine.XR.XRSettings.eyeTextureResolutionScale = 1.0f;

// will set the render scale percent to 115
// Eye Buffer Width 1670
// Eye Buffer Height 1904
((UniversalRenderPipelineAsset)QualitySettings.renderPipeline).renderScale = 1.2f;
UnityEngine.XR.XRSettings.eyeTextureResolutionScale = 1.2f;

 Noe the renderdoc capture display 1440x1584 at 96% and 1728x1904 at 115