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Showing results for tags 'vrhelper'.
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Hey everyone, We are building an environment that contains many thin lines and grills. While in normal mode everything looks fine (with Babylon's AA enabled), however after entering the VR mode (using the VRhelper) jagged edges become very apparent to the point that it's impossible to distinct some of the details. I have made a few screenshots with test environment to demonstrate the problem. Solutions like FXAA plugged to post processing pipeline make everything blurrier and worse. I'm wondering why is it happening (stereo cameras are super low-res?) and is there a way to deal with it? It would be ok to take some performance hits and render everything internally in much higher resolution for example. What are the good practices for fighting the jagged edges in VR in general? Many thanks in advance!
Just trying out the new VR helper on an older phone to see what it would look like using Cardboard: http://www.babylonjs-playground.com/#IHY77X#16 Uncaught TypeError: Cannot read property 'rotationQuaternion' of null at t.set [as camera] (babylon.js:38) at i.t.detachElement (babylon.js:19) at i.t.clear (babylon.js:19) at i.dispose (babylon.js:20) at t.enterVR (babylon.js:39) at HTMLButtonElement.<anonymous> (babylon.js:39) I can look at it more later - that's the output from remote debugging console once I click on the glasses button. Is there a way to run playground under babylon-max? Otherwise I will need to update my current project with latest version, which would be good anyway! Thanks.