04-28-2017 03:37 PM
04-28-2017 11:38 PM
04-30-2017 02:31 PM
05-01-2017 06:41 AM
rpalandri said:
Hey!
A couple things here.
1) The pixel density commands have changed a lot (we tried to unify them with Rift in 4.14, then unify them with all the headsets in 4.15 IIRC) so they're pretty hard to find. My bad. Please give me your engine version and I'll show you how to use them. Adaptive pixel density does NOT work on Gear.
2) In 4.15.0 we have a crash on adreno GPUs (not mali) when trying to change it, so you need to upgrade to 4.15.1 if you want to do that.
3) I would not recommend to do what you're trying to do. If your device is getting too hot, please lower the CPU/GPU metrics and reduce the number of draw calls, but don't change the resolution. In its current implementation, that will reallocate the underlying rendertarget (all 3 of them, since we're doing triple buffering) and its depth buffer, which will take a bit of time. You can try though, if you don't change the pixel density too many times.
4) FYI we're currently investigating ways to actually do adaptive pixel density on Gear, using adaptive viewport and perf metrics. Might work, might not work. We shall see. Perf metrics on mobile chipsets is a hard thing to get, due to the "deferred" tiled renderers.
edit : I didn't think to take into account the chipset temp. for adaptive. that's a pretty good idea 😉
05-01-2017 01:36 PM
ENiKS said:
not sure on Gear, but on Rift it's 'hmd pdadative on" and "hmd pdmax/padmin" for setting the limits. Works perfectly. r.screenpercentage is for other HMD such as Vive. It can be a bit confusing, but even Epic said they need to refactor the code a bit so that every HMD won't have so different implementation...
Also you can use hmd stats to see stats and how things are working.
rpalandri said:
Hey!
A couple things here.
1) The pixel density commands have changed a lot (we tried to unify them with Rift in 4.14, then unify them with all the headsets in 4.15 IIRC) so they're pretty hard to find. My bad. Please give me your engine version and I'll show you how to use them. Adaptive pixel density does NOT work on Gear.
2) In 4.15.0 we have a crash on adreno GPUs (not mali) when trying to change it, so you need to upgrade to 4.15.1 if you want to do that.
3) I would not recommend to do what you're trying to do. If your device is getting too hot, please lower the CPU/GPU metrics and reduce the number of draw calls, but don't change the resolution. In its current implementation, that will reallocate the underlying rendertarget (all 3 of them, since we're doing triple buffering) and its depth buffer, which will take a bit of time. You can try though, if you don't change the pixel density too many times.
4) FYI we're currently investigating ways to actually do adaptive pixel density on Gear, using adaptive viewport and perf metrics. Might work, might not work. We shall see. Perf metrics on mobile chipsets is a hard thing to get, due to the "deferred" tiled renderers.
edit : I didn't think to take into account the chipset temp. for adaptive. that's a pretty good idea 😉
05-11-2017 08:02 AM
What are the commands for the following branches:
rpalandri said:
Hey!
A couple things here.
1) The pixel density commands have changed a lot (we tried to unify them with Rift in 4.14, then unify them with all the headsets in 4.15 IIRC) so they're pretty hard to find. My bad. Please give me your engine version and I'll show you how to use them. Adaptive pixel density does NOT work on Gear.