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Docs - resolution setting, full vs per-eye? #2684

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SummitCollie opened this issue Feb 1, 2025 · 3 comments
Open
3 of 5 tasks

Docs - resolution setting, full vs per-eye? #2684

SummitCollie opened this issue Feb 1, 2025 · 3 comments

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@SummitCollie
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Description

The docs and settings window seem to contradict each other, unless I'm misunderstanding something:

Image

General Troubleshooting

  • I carefully followed the instructions in the README and successfully completed the setup wizard
  • I read the ALVR GitHub Wiki

Installation

ALVR Version: 20.12.1

Install Type:

  • Packaged (exe, deb, rpm, etc)
  • Portable (zip)
  • Source
@0JXI0
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0JXI0 commented Feb 1, 2025

Yeaa, that needs to be changed. Even if that is old, setting the resolution to the headset's native resolution was not the best thing to do either because of lens distortion and stuff. Just use the presets, there's no need to set the resolution manually for a normal user.

@0JXI0
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0JXI0 commented Feb 1, 2025

Oh, that's not what it is currently, Here's the current instructions https://github.com/alvr-org/ALVR/wiki/Settings-tutorial

@skryvel
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skryvel commented Feb 2, 2025

It is per-eye. When not absolute, it is based on the native HMD resolution as reported back from the underlying VR implementation (SteamVR) if I remember correctly. Total resolution is indeed two time that IIRC from the code.

I have the following change for the 'emulated headset resolution' from a while ago FWIW:

-        help = "This is the resolution that SteamVR will use as default for the game rendering. Relative to a single eye view."
+        help = "This is the resolution that SteamVR will use as default for the game rendering. Relative to a single eye view. The height for \"Default\" is based on transcoding resolution proportions."

Related to this topic is the way SteamVR does resolution, which seems stepped to 64x64 deltas. I don't know how this intersects with that and also wish the hints were more clear.

When setting width but not height (again from I interpreted from the code) it is properly calculated based on the aspect ratio as reported back from SteamVR. I used to fear it used some default aspect ratio and would cause some distortion.

Take this with a grain of salt.

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3 participants