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WebXR Render Quality

Home Forums WebGL & WebXR Troubleshooting WebXR Render Quality

Viewing 8 posts - 1 through 8 (of 8 total)
  • Author
    Posts
  • #84519
    tomtm
    Customer

    Hi,
    If you want less jittering lines in the depth of your scene,
    this snipped you can insert in the exec. puzzle might help

    app.renderer.xr.setFramebufferScaleFactor(1.5);
    // 1.0 = Standard, 1.25–1.5 = better, using more Performance

    If you know other snippets that might help enhancing render quality please let me know.

    Greets Tom

    #84523
    visualizer
    Customer

    Interesting tip.
    Can you put a compare image before / after? in Which case it performs better?

    #84528
    Fabulous FOUR
    Customer

    Sorry, mistake response. Can’t delete

    #84531
    kdv
    Participant

    // 1.0 = Standard, 1.25–1.5 = better, using more performance

    1.5 appears to be the maximum possible value. it gives 2520×2640 per eye. really much better than 1680×1760 by default :good:

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #84533
    tomtm
    Customer

    Would be nice to change this paramter dynamiclly, but I am afraid, the renderer doesn”t like this at all. But maybe there is a way to do this.
    If you have a generally an inexpensive scene to render, 1.5 really looks very good.

    Can’t wait the next VR/AR Hardware with better computing power.

    #84549
    kdv
    Participant

    1.5 really looks very good

    1.83+ looks even better ))) set the render resolution for Home & 2D apps to 2048 per eye and as a result you will get 3072 per eye. now it looks really good.

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #84551
    tomtm
    Customer

    wow, with 2.0 my scenes with higher polycounts would completly collaps.
    But if you have a very good optimized scene, you can easely scale up.

    #84552
    kdv
    Participant

    my scenes with higher polycounts would completly collaps.

    not a fact. can you share your app for testing? kdv (at) izh (dot) com
    in my Virtual Reality Demo it runs smoothly at 3072 per eye with 72 fps

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

Viewing 8 posts - 1 through 8 (of 8 total)
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