Jump to content

Make Real

Verified Members
  • Posts

    2
  • Joined

  • Last visited

Posts posted by Make Real

  1. I should add you'd need to make corresponding changes in WaveVR_Render:lines388-392 if you are scaling up. Basically anywhere Interop.WVR_GetRenderTargetSize is used...

    // Setup render values
    uint w = 0, h = 0;
    Interop.WVR_GetRenderTargetSize(ref w, ref h);
    sceneWidth = (float)w * 1.2f;
    sceneHeight = (float)h * 1.2f;

    @Cotta

  2. In our experience, changing XRSettings.eyeTextureResolutionScale has no effect, as the Wave SDK uses a more low-level rendering pipeline that disregards a lot of the Unity XR support. We've had success changing the following code in WaveVR_TextureManager:lines 372-378 (although it feels a little inelegant to be hacking around inside the SDK!)

    int size = Mathf.Max(Screen.width / 2, Screen.height);
    uint w = (uint)size;
    uint h = (uint)size;
    if (!Application.isEditor)
      Interop.WVR_GetRenderTargetSize(ref w, ref h);
    int screenWidth = (int)(w * 0.5);
    int screenHeight = (int)(h * 0.5);

    I'd recommend against twice the default resolution unless your game is using extremely simple pixel shaders; this will end up rendering 4x the effective pixels! We get pretty decent results with a value of 1.2 when we want to reduce aliasing issues, without affecting performance too much.

    • Thanks 1
×
×
  • Create New...