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De-Panther avatar De-Panther commented on May 22, 2024 2

Got some feedback on the WebXR discord.
framebufferScaleFactor default of 1.0 is actually the recommended scale factor.
getNativeFramebufferScaleFactor is as it's name suggest, the number you need to set in framebufferScaleFactor to run on native resolution.

So I can add in the WebXR Settings, framebufferScaleFactor for AR/VR, and it's default of it would be 1.0 and you would be able to set it between 0.2 and 2.0. But there would also be "Use native resolution" bool, which would be false by default.

What do you think?

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De-Panther avatar De-Panther commented on May 22, 2024 1

Some browsers supports WebGLLayer with antialiasing, but not all.
There's also the framebufferScaleFactor of XRWebGLLayer.
We can add framebufferScaleFactor to the WebXR settings asset in the editor.

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De-Panther avatar De-Panther commented on May 22, 2024 1

Opinion needed:
The default framebufferScaleFactor value is 1.0 which represents the actual pixels resolution of the device.
XRWebGLLayer has getNativeFramebufferScaleFactor(xrSession).
As I understand, it's the recommended scale factor (for low end devices it can be half of the resolution, so 0.5), and not the native resolution factor (1.0).

So first, I need to confirm this.
Then, I need to figure out how to display it in the WebXR Settings window.
At first, I thought about a slider with a value between 0.25 to 2.0.
But if you want to use the recommended, I need to represent it some how.
And what if we want to increase/decrease this value by the getNativeFramebufferScaleFactor value?

I'm not sure what is the right solution here.

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HawkenKing avatar HawkenKing commented on May 22, 2024 1

so long as it's obvious how to turn MSAA on/off I'm sure anything is fine.

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