GodotVR / godot_oculus_mobile

Godot Oculus mobile drivers (Oculus Go / Oculus Quest)
MIT License
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Add dynamic foveation enable to ovr_performance #84

Closed NeoSpark314 closed 4 years ago

NeoSpark314 commented 4 years ago

This PR adds a helper function in the ovr_performance gdns class to enable or disable dynamic foveated rendering as described in https://github.com/GodotVR/godot_oculus_mobile/issues/79. Let me know if sth. should be changed.

Here are some test shots where the foveation level changes:

dyn_fov_shot01 dyn_fov_shot02 dyn_fov_shot03

m4gr3d commented 4 years ago

@NeoSpark314 Did you get a chance to apply the discussed changes?

NeoSpark314 commented 4 years ago

Ah; sorry; I did them immediately and force-pushed but forgot to write something. I fixed the typo and changed to the correct return value in https://github.com/GodotVR/godot_oculus_mobile/commit/5b109bc3418894330be581a95a2f38243d497301

NeoSpark314 commented 4 years ago

Oh; wait; something went wrong; I will recheck and push and then write again.

NeoSpark314 commented 4 years ago

Now it should be correct in https://github.com/GodotVR/godot_oculus_mobile/commit/9615dfcc088a832d6d8e3c14f48e73b2f3eec316. Typo fixed and return value as discussed. If you see something else to change let me know.