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vr.PixelDensity breaks the image (Screen Percentage too)

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    [GEAR VR] vr.PixelDensity breaks the image (Screen Percentage too)

    Hello,
    I'm building a game for GearVR,
    I use "vr.PixelDensity 1.5" and its break the image, it's stretching the image.
    How to fix it? I was trying it on 4.19.1, and I also tried Screen Percentage in 4.18.3 also break the VR look.

    Is there any workaround? It seems this bug is existing for quite some time.

    #2
    Hi,
    probably bad stereo material ? I also have problem with pixeldensity but it is performance issue (galaxy s7).

    Comment


      #3
      Stereo material? I don't use any stereo material, I have my level and I want to run it with 120% density. (vr.PixelDensity 1.2) but it doesn't run due to this bug.

      Comment


        #4
        Number of pixel drawn = 2 x HMD's ideal width x HMD's ideal height x (vr.PixelDensity)²


        r.ScreenPercentage = 100
        DynamicResolution = off
        vr.PixelDensity = square root (1.2)
        Stand-alone mocap app for Vive Trackers: vrmocapstudio.com
        Marketplace: Vive Mocap Kit / Fingers Solver / VR IK Body Solver / Subtitles to LipSync / Dialogue System with Character Animation
        And random stuff at Youtube

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          #5
          The problem has not been solved yet. I added vr.PixelDensity = square root (1.2) and it does't change anything.

          Comment


            #6
            Then, it's a bug. Report about it via bug submission form.
            Stand-alone mocap app for Vive Trackers: vrmocapstudio.com
            Marketplace: Vive Mocap Kit / Fingers Solver / VR IK Body Solver / Subtitles to LipSync / Dialogue System with Character Animation
            And random stuff at Youtube

            Comment


              #7
              You should also report it to Oculus here:

              https://forums.oculusvr.com/developer/categories/unreal
              Headgear - VR/AR solutions

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