Comments (4)
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?
from unity-webxr-export.
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.
from unity-webxr-export.
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.
from unity-webxr-export.
so long as it's obvious how to turn MSAA on/off I'm sure anything is fine.
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from unity-webxr-export.