Dynamic resolution in VR

Hi there,

I noticed that the Oculus dynamic pixel density feature (vr.oculus.PixelDensity.adaptive) has been removed and replaced by the new dynamic resolution system. When reading the documentation it says that it will only work if Temporal antialiasing and TAAU are enabled. However, as soon as I enable those and then start the dynamic resolution (r.DynamicRes.OperationMode 2) the left and right eye displays in my Oculus become zoomed in and disconnected from each other. Also, the headtracking stops working.

So how do I implement the dynamic resolution system properly?

The answer is that the dynamic resolution does not yet work for Oculus or Vive, so the solution is to wait for it to be implemented.