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(Cardboard) Resolution & Headtracking Issue With Riftcat/VRidge & TrinusVR #9
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AFAIK, the window resolution is completely irrelevant when it comes to the resolution displayed on the Vive. The only thing it affects is the resolution of the GUI displayed on your controllers. Can't you control the resolution in the streaming settings of Riftcat? You might also want to try RenderScale in the settings, perhaps. Regarding the tracking issues, I have no idea why this doesn't work. The included version of the OpenVR API might be too old? |
Thank you for your feedback! Ill try again with PlayClubVR, I just really wish i could fix this issue with HoneySelect. |
Hello! I'm looking though this code and I'm trying to find a way to change the resolution with this module to support a fixed 1280 x 720 rather than using the Vive's default 2160x1200/(1080x1200)x2 resolution.
When I use this module in both, your HoneySelectVR and PlayClubVR mods, I have my windowed resolution set to 1280 x 720 but SteamVR is using more than that which doesn't show up on my window. I'm trying to make it be set to a fixed 1280 x 720 so that this will be compatible with google cardboard via Riftcat/Vridge and TrinusVR since most mobile phones don't support such a high resolution.
There is also an issue with the headtracking in Riftcat/VRidge and TrinusVR. Basically the whole headtracking is frozen from the moment you open the application. If you look down, then start the application, it will think you are looking down the whole time and not looking anywhere else, no matter if you look back up, left, or right. Once the application is closed, headtracking is fine again in SteamVR as the grid lines show.
Just to clarify, both Riftcat/VRidge and TrinusVR are compatible with SteamVR and I've played a few steam games with them as well.
Overall, I believe that this VRGIN module is causing the issues with your HoneySelectVR and PlayClubVR mods when it comes to using these mobile applications due to their limitation in their resolution. I would greatly appreciate any help to fix this issue, if you give me some pointers. I believe that this will help get these awesome VR games to a larger source of players and let even MORE people enjoy them :) Thanks!
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