Fangh Posted August 8, 2019 Share Posted August 8, 2019 (edited) Hello. I would like to have supersampling to render my game twice the default resolution. I think I will use XRSettings.eyeTextureResolutionScale. Can I use XRSettings.eyeTextureResolutionScale with Unity 2018.2 + Wave SDK 3.0.2 ? https://docs.unity3d.com/ScriptReference/XR.XRSettings-eyeTextureResolutionScale.html Thank you Edited August 8, 2019 by Fangh Link to comment Share on other sites More sharing options...
Make Real Posted August 9, 2019 Share Posted August 9, 2019 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. 1 Link to comment Share on other sites More sharing options...
Make Real Posted August 9, 2019 Share Posted August 9, 2019 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 Link to comment Share on other sites More sharing options...
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