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Blurry Panoramic Texture using Unity & Oculus Quest

Discussion in 'AR/VR (XR) Discussion' started by alphakanal, May 17, 2020.

  1. alphakanal

    alphakanal

    Joined:
    Jan 21, 2013
    Posts:
    52
    I'm creating a 360° Panorama within a unity VR scene.

    I'm using this shader from my other thread to put a equirectangular texture ( 2048 * 4096 ) on a flipped shpere. My VR Headset is Oculus Quest v16

    1. Unity 2019.3 Method: When using this approach in unity -> the final panorama looks quite blurry on the oculus quest
    2. HTML / JS Method: When using the same texture creating a html/js panorama ( no unity ) the panorama is crisp when viewing it with the oculus browser.

    Attached the texture settings i'm using - same override settings are used for PC

    Is it not possible to get a crisp result out of unity or do i have to tweak some settings to get a similar result ?
     

    Attached Files:

    Last edited: May 17, 2020
  2. arfish

    arfish

    Joined:
    Jan 28, 2017
    Posts:
    782
    Hi,

    Have you tried to change the type of the Texture?
    Sprite without Mip Maps, for example, shouldn't add any blur.
     
    alphakanal likes this.
  3. alphakanal

    alphakanal

    Joined:
    Jan 21, 2013
    Posts:
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    Hi!
    Thanks for the hint :)
    Gave it a try - but i'm not sure if it makes that difference - i'm trying to get it sharper by changing some android export settings and/or different texture compression methods
     
  4. arfish

    arfish

    Joined:
    Jan 28, 2017
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    Guess it depends on how close to the sphere you want to go too.
    4096px spread all the way around will give you just 1024 px for a quarter of the sphere.
     
  5. alphakanal

    alphakanal

    Joined:
    Jan 21, 2013
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    Yeah - seems that would be the point.
    I need it quiet big, because i'm using 3D stereo-panorama -> one sphere per eye. With small spheres i've noticed there's more distortion or bending in my panoramic textures