I have a strange report I can’t replicate anywhere including on my Rift headset. Of aliasing on the actual video texture even with antialias configured and anisotropy set on the texture.
I’ve repurposed the basic stereo video example and made it render for top down stereo.
It’s a top down stereo video texture. I dont have power of 2 sizing on the video element but do in the actual implementation. It may be quite noticable to be a worry as in blocky pixels but there is no edges on the video texture. The text looks sharp to me at the start in my headset.
I was wondering if anyone with a headset might be able to check or know if its a bug with the oculus software or a solution for it. The dimensions of the video is quite large and its h265.
I got your link to open on quest 2. It did take a few minutes of unresponsiveness before it finally kicked in and started working. Presumably that’s due to preloading all the video. (~1 or 2 minutes!)
I ran it both in quest link and on device. Everything looked normal. The text was clear. The videos themselves seemed to have weird separation at near distances… but far distances and the drone footage looked good.
I enabled the scaling thanks. Does that scaling fix affect render performance and frames dropping is the question. I’m not sure why it’s resolution is forced low on Quest and not much info about it Yeah I can’t control their encode and it’s coming off S3 not cloudfront. I think stereo video is wasteful, the file is 10gb so tried to crop it to mono and encode to AV1 4K as another option. Cropping and encoding to AV1 cut the filesize in half with a suggested CRF setting of 17.
after the upscaling, framerate and foveation changes. Im not sure if they have aliasing issues now but upscaling causes a framerate performance issue now. So requires multiview support added back into three somehow