03-23-2015 06:28 AM
03-24-2015 07:08 AM
03-24-2015 08:44 AM
Art Assets
Although Oculus continually works to improve the resolution of the Rift, pixel density still lags
behind conventional displays. Your content can still provide an immersive experience as long
as it is mindful of this limitation. As the scale of objects approaches the size of a single row of
pixels, detailed rendering will become problematic. The thinner an object is, the worse the
clarity when viewed on the Rift. Fine detail—such as text or small, thin objects—will have a
tendency to get lost between the pixels. Similarly, objects made up of thin repeating elements,
such as fences and patterns, can be problematic to display.
When creating your worlds, make sure to view them on the Rift at all stages of the design
process. Be on the lookout for objects that seem to flicker in and out of existence. Avoid
extremely small objects; if possible, avoid making thin objects. These recommendations apply
to textures just as much as they do to geometry. Be sure that text is large and clear enough for
a variety of people to easily read it.
01-28-2016 11:18 PM
01-28-2016 11:43 PM