PRIMITIVE-IO / primitive

Documentation and feedback for the Primitive Immersive Development Environment
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GearVR text resolution #15

Closed Zeukkari closed 1 year ago

Zeukkari commented 6 years ago

Summary

What's the problem?

Most of the text is way too pixelated and nearly impossible to read. Additionally vertical text doesn't feel very accessible. In the Vive version vertical text wasn't an issue.

Platform (Vive, Rift, Windows MR, GearVR):

GearVR

Loaded project:

deeplearning4f

What steps are needed to reproduce the issue?

figure it out

tnterdan commented 6 years ago

@Zeukkari We're still improving performance of the program, and pushing up the anti-aliasing of the text causes the framerate to drop noticeably on mobile devices as they have less powerful hardware. Once we sufficiently optimize Gear VR and general performance in other ways, we plan to increase the level of smoothing. Thank you for the feedback!

Zeukkari commented 6 years ago

Tested using Galaxy S6 so the lowest end hardware possible. Maybe consider upping font size considerably on mobile devices, rendering all text horizontally, and/or intentionally blurring text based on device specific clipping plane?

tnterdan commented 6 years ago

Thanks for the suggestions! Horizontal text is something we have considered working into both desktop and mobile. I'd love experiment a bit with horizontal text and increased font size when I have some time, which may go hand in hand with hiding certain pieces of more detailed information that users can drill into or move closer towards, rather than displaying all text at once.

Currently we do have some big performance improvements for all platforms in the works, which should allows us to up the smoothing for GearVR.

We have both a Galaxy S6 and S7 we have been testing on so we have definitely been trying to focus on making sure everything runs fairly smoothly on the lower end of hardware.

Zeukkari commented 6 years ago

Well it's gonna be a huge feat.

When testing the live debugging project on the Vive I was thinking that there's noooo way this is ever ever going to run on my mobile VR headset. Unless the data is streamed... which is how I'm gonna be using this app anyway for any real project.