EXPERIENCE ONLINE AND OFFLINE PANO2VR TOURS ON YOUR VR HEADSET

How to improve image quality ??

Started by imasoft360, February 22, 2017, 00:22:51

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imasoft360

Hy

I have been testing a tour with cube faces at 1536 but I will like to improve sharp quality if it is posible.

Tour with actual settings looks little better than Orbx ones ( demos ) .

Here is a link to one that I have uploaded  on S3 Amazon for testing purposes.

https://s3-eu-west-1.amazonaws.com/imasoft360/piso_esperanto/piso.html

This is not a Stereo Tour , but I think it illustrates what is happening

Here is a image made in stereo of the main room, to watch it just on Oculus folder create another named 360Photos.
Oculus/360Photos

And put the image there, then launch 360 Photos it is a free app form oculus , and go to my photos section and select it.

https://goo.gl/photos/6s8VXTYAUukYbP55A


There is a notable difference in my opinion.

How can we improve image quality ( settings ) in our tours to watch them on VR Tourviewer ??

My device is a S7

Ruud van Reenen

Thanks for your feedback!

I've looked into it, and it appears that by default the quality settings for GearVR in Unity have been lowered in favor of keeping a high number of frames per second. Because the VR Tourviewer scenes are very low in polygons (but high in texture memory use) I've adjusted the quality settings and it definitely makes a visual difference! Next build with this change will probably be released end of the week.

imasoft360

#2
Grate !!

That feature it is very important , I think.

It makes the difference from something interesting - curious  to watch to the best possible professional presentation done with Gear VR.

Thanks a lot !!

Any way I will update cube faces to 2048 to see if device support it - doesn't hang and see if there is an improve image quality.

8192 / 2 =4096

4096 /2 = 2048 - That could be the best ( Not sure at all )

Quote from: Ruud van Reenen on February 22, 2017, 09:07:27
Thanks for your feedback!

I've looked into it, and it appears that by default the quality settings for GearVR in Unity have been lowered in favor of keeping a high number of frames per second. Because the VR Tourviewer scenes are very low in polygons (but high in texture memory use) I've adjusted the quality settings and it definitely makes a visual difference! Next build with this change will probably be released end of the week.

Ruud van Reenen

The optimal resolution for the GearVR can be calculated:

The S6 and S7 have a resolution of 2560x1440, for one eye that results in 1280x1440 pixels.
The field of view on the Gear VR is approximately 90 degrees on S6 and close to 96 degrees on S7. If a FOV of 90 degrees has 1280 pixels, then 360 degrees has 4 (360/90) * 1280 pixels = 5120 pixels. If you'd use 1440 pixels (if FOV is measured vertically) this would result in 5760 pixels.

Because of the fact that GPU's can handle power of 2 image sizes the easiest, but 2048 would be overkill (memory use for 12 cubefaces with this size) and 1024 would be loss of quality, a size in the middle of 1024 and 2048 has been chosen: 1536x1536. Probably so a single texture of 1536x1536 can be constructed internally from one 1024x1024 image with five 512x512 images. This results in a horizontal size of 4x1536=6144 pixels, nicely above the needed 5760 pixels and without going overboard on pixels/memoryuse.