I have noticed since getting the CV1 that in the post processing volume under misc the “screen percentage” setting no longer has any impact on the rift’s supersampling settings. It used to work with the DK2.
I have noticed this with the Vive also. It seems the only way I can “supersample” my project is to use Oculus Debug tool and force it that way.
I don’t want to have to expect other users to use the debug tool or the max render target .ini hack on SteamVR for my project. In addition I have noticed that the “HMD SP” and “HMD PD” commands seem to no longer do anything.
So my question is: How in the heck do I supersample/increase the screen percentage for my project now without relying on outside “hacks”?
I am really surprised no VR devs here have asked about this, and can’t find any threads with instructions. It seems everyone complains about UE4 having a deferred renderer and that it’s not good for VR, but with the added supersampling it really fixes a lot of the issues with blurriness and temporal AA! I just can’t do it anymore without using outside utilities.
I know it is possible in to do this still in UE4 because Raw Data has a slider for the screen percentage. My question is, where are they pulling this from, and why is screen percentage in the post processing volume now completely useless?