Replies: 5 comments 7 replies
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Yes, openxr is a bit disappointing on Quests , especially on anti-aliasing. Nick replied this: I didn't see any change with v63 on Quest 2 |
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Ammending it to include
That at least makes the device identify itself as Quest 3 :)
No change in resolution, though. |
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Oh, interesting, from https://communityforums.atmeta.com/t5/Talk-VR/The-Quest-3-s-standalone-render-resolution-is-only-1680x1760/td-p/1090155
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Quest has always used a pretty low resolution compared to the size of its actual panels. It took me a while to settle on why exactly they do this, but I think the core reason is that they've decided 4x MSAA should be standard for XR apps! I think they did some studies and found 4xMSAA at a lower resolution is the right tradeoff to make for performance/quality. I feel like they had a page or two in their docs on the subject, but all I'm finding right now is this one. I almost had MSAA working on Quest, but ran into a tough GLES bug. It was taking too long to track it down, so I unfortunately had to shift it to the backburner for a while. It's a higher priority item right now, so I will be re-visiting it soon. |
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Should |
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Just noticed this in logcat output:
Is this the OpenXR layer reporting the device as a Quest Pro? And with a low resolution of 1680x1760 (actual Quest 3: 2064x2208 per eye, Quest Pro: 1800x1920 per eye)?
I know about
SKSettings.renderScaling
being needed on a Quest, but I'm surprised the device basically gets misrepresented.Beta Was this translation helpful? Give feedback.
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