musk Posted November 26, 2018 Share Posted November 26, 2018 Hi everyone, is it possible to change the rendering resolution scale on the HTC Focus? I tried using Unity's XR Settings: UnityEngine.XR.XRSettings.eyeTextureResolutionScale = scale; But it doesn't do anything. Didn't find a corresponding option in WaveVR classes. Link to comment Share on other sites More sharing options...
musk Posted November 29, 2018 Author Share Posted November 29, 2018 Bump Link to comment Share on other sites More sharing options...
HackPerception Posted December 3, 2018 Share Posted December 3, 2018 Link to comment Share on other sites More sharing options...
Tony PH Lin Posted December 4, 2018 Share Posted December 4, 2018 Hi , Currently it doesn't work if you revise the vaule of UnityEngine.XR.XRSettings.eyeTextureResolutionScale, since no corresponding implementation on our Unity plugin. Could you describe more how the use case to change resolution so we can add the proper API in our planning? Thanks. 不會去吃UnityEngine.XR.XRSettings.eyeTextureResolutionScale,所以直接改這個參數並沒有作用。 目前沒開放讓使用者透過改參數的方式修改,一定是要改C#的code Link to comment Share on other sites More sharing options...
musk Posted December 4, 2018 Author Share Posted December 4, 2018 Hi Tony, thanks for Your reply. If you want to know the use case in my current project, I want to change the resolution to reduce aliasing by changing the rendering scale to a higher value. Although, making the scale lower to reduce resolution would also be helpful when performance is more important. For example, I want to set the rendering scale to 1.5, which would render the scene in 4320 x 2400 (since regular resolution on Vive Focus is 2880 x 1600 and we multiply each by 1.5) and then downsample to the display resolution, effectively reducing aliasing. Other anti-aliasing methods didn't work for me as well as I would like, but this might help in my case. In general, it would be best if we could set this rendering scale to any value, any time, even at runtime, but in my case it'd be enough if I could at least set it once for the entire project and not modify it during gameplay. Link to comment Share on other sites More sharing options...
Tony PH Lin Posted December 6, 2018 Share Posted December 6, 2018 Hi , I'm informed by engineers that the change should work if you develop native app, but there might be a practical way on Unity and need to modify C# code to achieve. Thanks. Link to comment Share on other sites More sharing options...
Tony PH Lin Posted December 10, 2018 Share Posted December 10, 2018 Here is one way you might try: Find Interop.WVR_GetRenderTargetSize(ref w, ref h) from WaveVR_Render.cs The definition is w for width, and h for height. You might try to multiply scale factor to see the result after calling this function. Thanks. Link to comment Share on other sites More sharing options...
1099 Posted September 25, 2023 Share Posted September 25, 2023 On 12/10/2018 at 3:26 AM, Tony PH Lin said: nd Interop.WVR_GetRenderTargetSize(ref w, ref h) from WaveVR_Render.cs The definition is w for width, and h for height. You might try to multiply scale factor to see the result after calling this function. Is WaveVR_Render.cs changed the name? I can't find the script. Link to comment Share on other sites More sharing options...
Alex_HTC Posted September 26, 2023 Share Posted September 26, 2023 @1099I'm guessing there is some confusion - i think he meant to mention Interop.GetRenderTargetSize(ref uint width, ref uint height) under the hood Tony was mentioning this api which is not in that script https://hub.vive.com/storage/docs/en-us/WVR_GetRenderTargetSize.html In regards to: Quote UnityEngine.XR.XRSettings.eyeTextureResolutionScale = scale; The answer to this depends on your render pipeline, and i believe a few other things. Looking quickly, i believe the URP doesn't support changing it through this api, only the built-in api. I believe the URP has a way of changing this from a slider on the camera "Render Scale" property described here https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@10.4/manual/universalrp-asset.html and they mention in this thread https://forum.unity.com/threads/windows-mixed-reality-eyetextureresolutionscale-not-working.1097992/ There are also versions of the pipelines that have issues - looks like there is an issue with 10.0.x URP and earlier https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@16.0/changelog/CHANGELOG.html And perhaps i'm misremembering but i seem to remember there is some more unusual configuration that requires finding a reference to the xr display subsystem and setting the "scaleOfAllViewports" https://docs.unity3d.com/ScriptReference/XR.XRDisplaySubsystem-scaleOfAllViewports.html That said, typically aliasing is reduced through MSAA settings and other filtering (including using proper blending and MIP maps) Link to comment Share on other sites More sharing options...
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