Ok, thank you Chris. Which is the maximum resolution we may expect to be able to play now?
I tried a 4K video and it worked fine, but you will need to do some testing as the bitrate of the video may make a difference.
Great! You guys rock Will test it soon
Nice work I’ll test it too.
You see where I work we are doing interactive 360° VR and non-VR documentaries and experiences. So I was wondering if one day we could use Unreal Engine for it, because personnally I prefer Unreal to Unity.
Like if we could do something like this: http://www.wondavr.com/
Hi Chris, tried a streamed 360 4k video on android / gear VR on 4.15 and the frame rate was good, but the overall resolution seemed much lower than the same video on a Rift. Is it possible that the texture resolution on android is limiting the real size the video is displayed? Are 4096x4096 texture available on android?
Make sure you enable high-precision in the material for mobile; without it the interpolated UVs will not have enough precision to use the full texture range and it will look lower res.
Thanks Chris, I tested switching alternatively the two materials (with and without full precision) but I can’t see a significant improvement. Is it possible that the texture resolution gets clipped to 2048x2048 on android?
Also, the video exhibits a lot of aliasing, even though I have enabled MSAA 4x (not sure if this is supposed to work also with textures or just with edges, though).
Is there anything else I can try?