pascalvanbeek Posted November 11, 2020 Posted November 11, 2020 Hi, Today I tried enabling the Foveation settings in the WaveVR build settings (Unity 2019.4, WaveXR 1.0.1) and run it on my Vive Focus. I am seeing some strange results... where it seems as the effect is always visible on the right eye, when it shouldn't. For example, if I put both left and right ClearVisionFOV at the same value (e.g. 80 deg) and left/right PeripheralQuality at the same value also (e.g. 'high'), I still see a very strong foveation effect in my right eye, where it is not visible at all in the left eye. Even when I put the ClearVisionFOV extremely high, like 120, the *right* eye still looks just as strongly affected (i.e. very pixelated except for the middle say 1/3rd of the screen) Am I doing something wrong here, or is this a known issue? Render mode is Single pass stereo, by the way. Thanks, Martijn
Tony PH Lin Posted January 12, 2021 Posted January 12, 2021 Hi Martijn, @pascalvanbeek Thanks for feedback, and we've clarified it's our bug and we will have fix on next release. For short-term if you'd like to make it work, please use API below: https://hub.vive.com/storage/docs/en-us/WVR_RenderFoveationMode.html Or refer the C# script Wave.Essence.WaveXR_FoveatedRendering Thanks.
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