Opamp77
(Opamp77)
March 10, 2016, 5:01pm
16
So, tested your plugin, it works like a charm you should provide an option to import also mono cubemaps, haven’t found a way to convert them to DDS on mac and that would be super convenient.
As concern the quality issues:
Setting the defaultdeviceprofile r.MobileContentScaleFactor to zero really improved the overall sharpness on GearVR (the default renders at half resolution, that makes no sense to me)
The oculus SDK through the OVROverlays should allow in 4.11 to avoid sampling the textures twice, which is probably one of the causes of quality issues I’m talking about. This is already available in Unity, not sure how to test in in 4.11b6:
https://developer.oculus.com/doc/0.1.0.0-unity/class_o_v_r_overlay.html
There is an issue with aliasing that is not visibile in the ORBX or 360 photos players. On normal textures I can partially fix this through mipmaps (but with a degradation of the overall quality). With cubemaps I haven’t found a way yet (enabling mipmaps make the cubemap unusably blurry).
The effect is for example a glimmering in the grass in the cubemap provided with your plugin (with any other image just look for straight lines and try moving your head)
Any idea how to fix it? MSAA?
MSAA is only going to help with real geometry. I’m guessing that you’d want to use something like TAA or FXAA. But i’m guessing thats not availible on GVR.