ryklin Posted October 14, 2018 Share Posted October 14, 2018 Does anyone know if the latest Wave SDK 2.0 supports simple post processing effects like blur? I'm using the ViveInputUtilty and added my Blur and Post Processing behavior to the ViveCameraRig prefab, but it doesn't work on the Focus. Link to comment Share on other sites More sharing options...
Tony PH Lin Posted October 15, 2018 Share Posted October 15, 2018 Hello, Post processing effects are more related to Unity features, so Wave SDK do support it. However the more important questions for you to consider: how is the performance? In our experiences, we don't recommend to use such PP on Mobile platform for VR content since it costs high loading to render to two eyes plus this kind of PP. Hope this info. is helpful. Thanks. Link to comment Share on other sites More sharing options...
jason.x Posted October 15, 2018 Share Posted October 15, 2018 Hello Tony, I'm learning to use Unity's post processing effects on VR headsets. I have successfully get it to work with Oculus Rift, but for some reason when I tried the same procedures (add a postprocessing behavior script to the Camera gameobject) nothing happens. I'm using the VIVE Input Utility (https://assetstore.unity.com/packages/tools/integration/vive-input-utility-64219) from the Unity store. Did I do something wrong? Link to comment Share on other sites More sharing options...
Tony PH Lin Posted October 16, 2018 Share Posted October 16, 2018 Hi , You can refer the suggestion from VIU. --------------------------- https://github.com/ViveSoftware/ViveInputUtility-Unity/issues/57 Currently, my suggestion to this issue will be adding your post processing effects to both eyes(Eye Right/Eye Left) in WaveVR prefab to support WaveVR device. Link to comment Share on other sites More sharing options...
jason.x Posted October 16, 2018 Share Posted October 16, 2018 Awesome, thanks Tony! Link to comment Share on other sites More sharing options...
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