I am currently working on a virtual reality application where I stream 360 videos with simple button interactions.
I am using Unreal Engine 5.5.4 with a Meta Quest 3. The application is fully functional and I have managed to do everything I needed to do, but one small detail is causing me a problem.
The UI buttons and some text displays appear pixelated in VR. I have identified the problem, but I can’t see any solutions. Let me explain:
I project my video into a 360 sphere using a media texture. To ensure the scene is proportionate and provides good VR immersion, this sphere is quite large.
I have placed buttons in the scene, one that allows me to go to the next scene, and one that displays a simple map with text.
The buttons are far enough away from my PlayerStart to give the impression that they are on the object and not right in front of us (for example: Location 700; -340; -188 it’s far away i think).
I set the resolution of the widgets to the maximum (Draw size 2048 2048), but because of the distance, the button and text appear pixelated. Its the same for the cursor that appears on the button when I aim at it to activate it.
I tried reducing the size of my sphere to bring the buttons closer to the right scale, and they are indeed good quality, but when the sphere is smaller, there is a feeling of distortion in the headset, and the immersion and realism of the proportions are really poor.
So I’m stuck between having buttons or pixelated text, or poor VR immersion.
I’ve tried everything I can to increase the resolution of the buttons, but I think everything is at its maximum and I don’t see how I can solve this problem.
I know this is rather unusual and that there is little documentation on this type of application.
If anyone has any ideas, I would be grateful.
An example of a scene (preview in Unreal, not in headset)