GodotVR / godot_openxr

(Maintenance mode) OpenXR drivers for the Godot Game Engine v3.x
MIT License
277 stars 43 forks source link

Documentation: Setting render scale #243

Closed talpadk closed 1 year ago

talpadk commented 1 year ago

I'm sorry if I'm posting in the wrong place asking for help but I couldn't seem to find a godot openxr forum or similar.

I'm writing an application that displays a VNC client inside VR as such I'm often displaying relative small text I using Godot 4.0 and currently exporting to a Pico 4 headset. I'm therefor also using gl_compatibility for the rendering method.

The VNC to to VR part as such works fine, But the the text texture looks as if sampled using nearest pixel, and hence has artifacts when a line approaches 1 pixel in width.

I have tried to play around with the settings in project settings->rendering->anti aliasing to no avail.

I also tried to change the render scale in project settings->rendering->scaling 3d Which even scales the 3D view inside the editor, it also makes the graphics look bigger inside the headset (as if the graphics isn't being scaled back down before being shown), and even worse causes a weird looking distortion inside the headset (probably the lens distortion not handling the larger view port correctly) It does how ever greatly improve the visual appearance of the text.

The closes I can find in the API for setting the render scale is "XRServer.get_render_target_size()"

The rendering quality isn't limited by the headset, as the closed source Immersed application is capable providing vastly clearer visuals than my current application

So my question is: How do I change the render scale (in order to improve the quality of the rendered textures)?

Thanks in advance for any help and your time.

talpadk commented 1 year ago

Seems it isn't possible to set the render scale on the released version just yet, there is a pull request for it: https://github.com/godotengine/godot/pull/73558