It looks very clear in window. but when I pack it and test in vr, it looks so blur. at last, I find I can execute a command “r.ScreenPercentage 300” to get clearer effect ,but it appear some double image in my view when I move my head. it is not what I want. so how to resolve it
Which VR headset are you targeting?
htc…
It might be a stupid question, but did you try to turn the button on the headset (see here at the bottom left) ?
cqxx, I have a few more questions to better help you…
- When you say it’s blurry what are you comparing it to? Is there a specific Vive demo or app that you feel is crisper than what you’re seeing?
- Tell us a little more about the setup of the project you’re viewing. When you created it, did you choose “Desktop” or “Mobile”? “Maximum Quality” or “Scalable 3D/2D”?
- What does your project’s environment look like? (Please post a screenshot…a regular Play-In-Editor preview is fine)
compare with the effect on computer. i have test no very many games ,and some of them design game with some simple elements.
what we set is desktop,maximun quality
the environment is not setted specially.
we find a command that can increase the clarity as the effect on computer. it is screenprecentage. if we give it 300, it is so clear but the frame rate become very low
what you say is the distance between two eyes? we have tried it .it can’t resolve problem
oh,there still have one thing i have not said. i apply temporay aa. if i cancle apply TAA. most things in my scene will looks sparkly becase sawtooth. how about we change material of objects in our scene?
cqxx, everything you’re describing is just the normal tradeoffs you have to balance with quality vs. performance and which are especially challenging with VR. To improve quality and performance,
I’d recommend starting with the “VR Best Practices” documentation (Virtual Reality Best Practices | Unreal Engine Documentation). This will at least get you set up with a sound foundation on which to build a good looking experience.
Beyond that, things like art style, material design, anti-aliasing mode (Temporal AA vs. FXAA), and lighting/contrast will all impact the perceived crispness of your visuals. Reference other VR apps & games to get a feel for the level of quality that’s currently possible in VR and how they achieve it.
get it and thank you. we have meet a new problem about window of stat command. when we execute “stat engine” command .there is a window will appear. it give us some information of consuming performance. but it’s postion become too left ,then when we use vr preview ,the title of each consuming information will be out of view
cqxx, I suggest posting the stat display problem as a separate question here on AnswerHub (after searching for a pre-existing answer first, of course!) If my answer above addressed your original question, consider marking it as the accepted answer. Thanks!