x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

GearVR app not using phone native resolution

I am having issues trying to get gearVR app to use native resolution of the device. I tried the solution to set r.MobileContentScaleFactor to 0 in both DefaultDeviceProfiles.ini file and in the engine-BaseDeviceProfiles.ini file but it is still setting it to 2080x1024. In the logcat file when the app starts, I do see render targets to support 2960x1440 in frame 1 but in frame 2 it is getting reallocated to 2080x1024. LogRenderer: Reallocating scene render targets to support 2960x1440 Format 10 NumSamples 2 (Frame:1). LogHMD: Allocating Oculus 2080 x 1024 rendertarget swapchain LogRenderer: Reallocating scene render targets to support 2080x1024 Format 2 NumSamples 2 (Frame:2).

Is there anything I am missing to set things up inside Unreal Project. BTW I am using Unreal Engine 4.18 version.

Thanks,

Product Version: UE 4.18
Tags:
more ▼

asked Jan 16 '18 at 07:10 PM in VR

avatar image

Parth Patel
6 1

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

I think you need to set r.ScreenPercentage to 120

But I would wait until 4.19 which is in preview right now because it has a new and much simpler way for specify the resolution you want so any fix you might make now may be redundant in the new version anyway

https://forums.unrealengine.com/development-discussion/vr-ar-development/1401735-significant-changes-coming-to-vr-resolution-settings-in-4-19

more ▼

answered Jan 17 '18 at 03:44 PM

avatar image

gelliott
278 7 8 17

avatar image Parth Patel Jan 17 '18 at 04:31 PM

Thanks for replying. I didn't messed with screenpercentage because I also made GoogleVR Daydream app and in that when setting mobilecontentscalefactor to 0, it is using native resolution of the phone. I will try to test new vr.PixelDensity cvar to see the difference.

Thanks,

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question