proper image quality

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LukePoga
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proper image quality

Post by LukePoga »

I am surprised developers still arent rendering in proper image quality. is this a limitation of unity? i dont think so.. please stop being lazy!

you should be rendering at 2560x1600 and applying the per-channel warp at that res, and then bicubic sub-pixel resampling back to 1280x800. it makes a difference taking in to account the position of the RGB elements.

are there no fanatics out there? please give me this option..
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Evenios
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Re: proper image quality

Post by Evenios »

what are you talking about? the rendering is done real time....i am confused.
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zacherynuk
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Re: proper image quality

Post by zacherynuk »

LukePoga wrote:I am surprised developers still arent rendering in proper image quality. is this a limitation of unity? i dont think so.. please stop being lazy!

you should be rendering at 2560x1600 and applying the per-channel warp at that res, and then bicubic sub-pixel resampling back to 1280x800. it makes a difference taking in to account the position of the RGB elements.

are there no fanatics out there? please give me this option..
Judging from many of the threads here and on the dev forum many people are struggling to maintain frame rate at 1200x800 !!! I think that resolution would push my GTX 690 to the limit in many games, to be honest - we need minimum frame-rates of 60 - not average.
AttackingHobo
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Re: proper image quality

Post by AttackingHobo »

In order for the headtracking to feel natural, you need at least a SOLID 60 fps. Most people have a hard time running advanced games at 60 fps at 1080p.

Most games use 60-90 field of view. Rift uses 110 FoV. This means the game has more objects/geometry/textures on the screen at once that it has to process.

Rift has to render the scene twice, once for each eye. This further reduces the framerate.

Every game should have options for resolution supersampling, but it should not be forced on people because low fps in rift is much worse than having muddy images.
LukePoga
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Re: proper image quality

Post by LukePoga »

i just want the option. being an enthusiast i have a GTX Titan. These little basic demos are nothing for a decent setup. the difference will be incredible. i just think most developers havent thought of it, or dont know how to do it.

I would do a demo to shock you but i dont have time. someone else really needs to do it and show the world what they should be doing.
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Fredz
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Re: proper image quality

Post by Fredz »

Better would be to calculate the needed resolution before warping and downsampling to be sure to not waste resources, 2560x1600 looks a bit extreme. At this time I've not seen anyone working on this, would be really nice.

Some pointers about subsampling for automultiscopic displays that seem relevant, ie. more optimal subsampling algorithms than the standard one for these types of images :
- http://sp.cs.tut.fi/mobile3dtv/results/ ... il2011.pdf
- http://www.researchgate.net/publication ... c_displays
- http://people.csail.mit.edu/wojciech/DispAntiAlias/

I think it revolves around the theory of Multidimensional sampling but I don't know anything about the subject.

Another simpler option would be to try the rendering + warping with a very high resolution first (say 4096x4096) on a set of different images, and do the subsampling at 1280x800. Then do the same with decreasing resolutions to find the optimal one, ie. the resolution at which there is no measured difference in the subsampled 1280x800 image compared to the first one.
LukePoga
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Re: proper image quality

Post by LukePoga »

the issue with choosing lower resolutions is that is we already know integer multiple sampling looks better than fractional multiples. so you can give the option of 1600p (2x) and provide a less capable 1200p(1.5x) etc if their machine is older.

here is a doc on bicubic and subpixel sampling

http://entropymine.com/imageworsener/
http://entropymine.com/imageworsener/bicubic/
http://entropymine.com/imageworsener/subpixel/
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mickman
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Re: proper image quality

Post by mickman »

I'll gladly up rez my demo for you to try.... just let me know how t o "Down Rez " a game in Unity4 ?

All i can see in the build settings is a one of resolution setting... I'm guessing I've have to pull it in a 2nd time yes ... but how ?

you can view a video of RiftRover... here

[youtube-hd]http://www.youtube.com/watch?v=RVMrg-rt ... e=youtu.be[/youtube-hd]


So if you like this sort of demo... let me know.
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Direlight
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Re: proper image quality

Post by Direlight »

Some newer game engines have this built in in the options menu. When you play Guild Wars 2 setting it to 1080p does not give you the best pixel rendering. I am playing on a 1080p display and it is a good graphical quality update when you set it for supersampling which runs the game engine at a higher rendering resolution while keeping physical display res the same. In that particular game, it only had a slight performance hit when turned on.

Note, this is not supersampling like in nvidia control panel, it's unique feature of that game engine dealing with perceived sharpness.

You can get the same effect watching 4k youtube videos on a 1080p display, if you have decent eye sight you notice a better image.
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