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Integrate Timewarp layers to improve text readability #64

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provencher opened this issue Jul 2, 2020 · 2 comments
Open

Integrate Timewarp layers to improve text readability #64

provencher opened this issue Jul 2, 2020 · 2 comments
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enhancement New feature or request

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@provencher
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"Here is overlay docs. I use a 2nd camera(only rendering UI) outputting to a render texture. Assign the RT to the overlays texture. For main camera, set cullingmask to include overlay layer but not UI layer. This produces the sharpest text for me."
https://developer.oculus.com/documentation/unity/unity-ovroverlay/?locale=en_US

https://twitter.com/robertncoomber/status/1278671117746659328?s=20

@NoviaDroid
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NoviaDroid commented Jul 8, 2020

YES PLEASE!!!

The text from a distance can barely be seen and looks blur in quest build (compare with link mode).

Can be improved by increasing eye texture size but fps drops a lot

@provencher
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provencher commented Jul 8, 2020

There's another fix for this I've proposed to the MRTK team. It involves doing multi-sampling of texture reads. This can improve non-textmeshpro text as well as icons. It's not a full solution, but it should help with clarity in menus.

Another thing I've found can help is to increase the eye buffer (super sample), combined with fixed foveated rendering to mitigate the fps drop you noticed.

Apparently timewarp layers, while helpful, can produce other artifacts.

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