HMD Eyebuffer resolution is tied to mirror window resolution in error prone way in SteamVr integration
In the UE4 SteamVR integration, HMD resolution is set with r.screenpercentage. This is baselined off of the mirror window's resolution, and this seems error prone.
At startup, the UE4 SteamVR integration will pick a screenpercentage based on the results of OpenVR's GetRecommendedRenderTargetSize call.
This seems fine, but the problem is if the mirror window ever changes afterwards, the screenpercentage begins being baselined off of the wrong resolution (some games have resizable mirrors).
It seems like for VR, r.screenpercentage itself should be baselined off of either the native HMD resolution or the result of GetRecommendedRenderTargetSize directly, and not be tied back to the resolution of the mirror window in any way, since it is just a detached mirror, unrelated at all to the HMD resolution. This has thrown off several developers.
asked Jul 18 '16 at 12:18 PM in Bug Reports
I was confused by this:
Now that I look more at the code, it seems WindowMirrorBoundsWidth and WindowMirrorBoundsHeight aren't really based on the mirror window and instead are hardcoded to the Vive resolution, so the concern above might not be warranted.
I don't know if hardcoding the resolution might cause other bugs for e.g. DK2, which has a different base resolution.
answered Jul 19 '16 at 07:18 AM
Appears fixed in 4.13 and 4.14 btw
answered Oct 22 '16 at 12:14 AM
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