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Confused about video resolution #32

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vrokolos opened this issue Jun 5, 2018 · 9 comments
Closed

Confused about video resolution #32

vrokolos opened this issue Jun 5, 2018 · 9 comments

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@vrokolos
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vrokolos commented Jun 5, 2018

Is it resolution per eye or full thing?
I'm on a s9+. Shouldn't I be able to choose the native resolution?

@polygraphene
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The resolution means full (for both eyes).

Oculus Mobile SDK recommend using 1024x1024 texture per eye (2048x1024 for both eyes) as mentioned in #8 (comment) .
This is also applied for latest devices like S9 or Go.
So if you choose 2048x1024, you got the same resolution as other Gear VR games.

I have a plan to add higher resolution, but its effect is limited.

@vrokolos
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vrokolos commented Jun 5, 2018

Nice!
BTW I tested it on S9+ and it works perfectly fine you can mention that on your page.
I love this app! Keep up the good work. Might contribute in the near future if I get some free time on the c# part.

@polygraphene
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I have added higher resolutions in new release!
Please check it.

I said that "its effect is limited", but this was wrong.
Higher resolution provides more clear display for me.

@vrokolos
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vrokolos commented Jun 7, 2018

Awesome! Thank you I'll check it out this evening.

@vrokolos
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Quick question: My s9+ is 2960x1440. The resolution I choose is 2880x1440 on ALVR. Do you stretch the image or just center it? I'm trying to achieve 1:1 pixel match. Just making sure

@polygraphene
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polygraphene commented Jun 22, 2018

Gear VR does not use full of phone's screen like this picture. And Oculus Mobile SDK suggests us to use 2048x1024 for default resolution.
So I'm using 2:1 resolution to follow this.

This is screen shot of my S8+.
sc

@polygraphene
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I'm wondering if this is same on Oculus Go.

@vrokolos
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vrokolos commented Jun 22, 2018

So you're probably not stretching the pixels and just map 1:1 from the video to the screen pixels.
Perfect

@polygraphene
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Yes.

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