NeoSpark314 / godot_oculus_quest_toolkit

An easy to use VR toolkit for Oculus Quest development using the Godot game engine
MIT License
367 stars 38 forks source link

"set_foveation_level" function doesn't seem to work #42

Closed Firepal closed 4 years ago

Firepal commented 4 years ago

Wasn't able to get it to work, no matter if ran before or after initialize in my root node script. The FFR won't change. (i'm using GLES3 if that matters)

Firepal commented 4 years ago

false alert, it works. i just didn't set it to a high-enough level to be noticable (which is kind of a good thing)

NeoSpark314 commented 4 years ago

Good to hear that it works :-); During development it is also a good idea to use the OVR metrics tool from oculus; It will show not only performance but also what foveation level is set: https://developer.oculus.com/blog/ovr-metrics-tool-vrapi-what-do-these-metrics-mean/ https://developer.oculus.com/documentation/tools/tools-ovrmetricstool/ For monitoring rendering performance and impact of changes this is a very valuable tool.

NeoSpark314 commented 4 years ago

Ah; and in general using GLES3 is not reccomended as there are several problems with performance in the GLES3 pipeline; if possible you should switch to GLES2 to get the best performance.

Firepal commented 4 years ago

Thank you for your advice! I'll check out the OVR Metrics tool when I can.

Also, I was using GLES3 because shaders worked better with it (i had intense visual artifacts in the Quest with GLES2) but in retrospect I might want to cut back on that