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low mobile resolution in VR mode (iOS) #1735

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ngokevin opened this issue Aug 8, 2016 · 18 comments
Closed

low mobile resolution in VR mode (iOS) #1735

ngokevin opened this issue Aug 8, 2016 · 18 comments

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@ngokevin
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ngokevin commented Aug 8, 2016

Description:

#1701 addressed it somewhat, but compared to 0.2.0, the resolution is still degraded.

This is probably webvr-polyfill issues, but need to fix it somehow for the release.

iOS (iPhone 6) / A-Frame 0.2.0

img_3567

iOS (iPhone 6) / A-Frame Master

img_3568

  • A-Frame Version: master
  • Platform/Device: iOS
@ngokevin ngokevin added this to the 0.3.0 milestone Aug 8, 2016
@ngokevin ngokevin changed the title mobile resolution in VR mode low mobile resolution and artifacts in VR mode (iOS) Aug 8, 2016
@dmarcos
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dmarcos commented Aug 8, 2016

This is a polyfill problem. The polyfill decides what size the canvas is going to have based on a data base of devices. The size is returned via getEyeParameters.

@ngokevin
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ngokevin commented Aug 8, 2016

Yeah, I noted it is part of the polyfill and marked needs dependencies fixed. Still strongly affects A-Frame. For now, we should hack the polyfill to get the behavior as it was before.

@dmarcos
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dmarcos commented Aug 8, 2016

Also the polyfill introduces distortion so the image is going to look distorted on your display when not looked through the lenses. You cannot compare both images (before and after) pixel by pixel

@dmarcos
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dmarcos commented Aug 8, 2016

I notice that the resolution values of the polyfill are also conservative. A compromise between image quality vs performance? Performance takes priority over image quality

@ngokevin
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ngokevin commented Aug 8, 2016

Yeah, but it is a serious decrease in image quality with no noticeable performance gain on our example scenes. The decrease in resolution doesn't seem worth the distortion when testing side-by-side.

@dmarcos
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dmarcos commented Aug 8, 2016

You also have an iphone 6.

@ngokevin
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ngokevin commented Aug 8, 2016

We've been recommending latest smartphones for Cardboard (last two generations). That would be minimum iPhone 6.

@dmarcos
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dmarcos commented Aug 8, 2016

I would change the title of this bug and remove artifacts. What you call artifacts are the effects of the distortion. You can't compare both images pixel by pixel.

@ngokevin ngokevin changed the title low mobile resolution and artifacts in VR mode (iOS) low mobile resolution in VR mode (iOS) Aug 8, 2016
@iKoala
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iKoala commented Aug 8, 2016

I made the issue #1541 in another thread and I notice the same thing.
I tested v0.2.0 and the latest master branch in various devices, iPhone 6, Samsung Note 6, Redmi Note 4g and Samsung S6 with Google Cardboard. They all give the same result as @ngokevin testing.
As you guys mentioned it's the problem from webvr-polyfill but I think this is an important bug to A-Frame too.
My team has been trying to build a demo site with A-Frame but we really can't accept the display quality from the master branch, especially for text display. It's almost unreadable when the font size isn't huge enough on the screen.
It may increase the performance on mobile but I believe the current image quality isn't enough for quality production.

@mkungla
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mkungla commented Aug 8, 2016

@ngokevin and @dmarcos . perhaps aframe should enable us to set which camera effect is used when in vr mode. Since I have feeling that THREE.VREffect with distortion can't bring the comparable quality in detail as THREE.StereoCamera did in 0.2.0.

Something like
<a-scene vr-effect="default">
<a-scene vr-effect="stereo">
if that makes sense.

@dmarcos
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dmarcos commented Aug 8, 2016

We did not use THREE.StereoCamera in 0.2.0. The distortion is not done by THREE.VREffect is done natively by the browser or by the polyfill.

@mkungla
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mkungla commented Aug 8, 2016

@dmarcos hm some reason I false idea that 0.2.0 used stereo camera by how that looked and prop stereoRenderer but now checking it's clear.

with distortion can't bring the comparable quality in detail as THREE.StereoCamera

translates to then that the distortion made by polyfill to render HQ requires more memory than most mobile browser allow per tab

@ngokevin ngokevin changed the title low mobile resolution in VR mode (iOS) low mobile resolution in VR mode (iOS) / also low resolution on flat desktop Aug 9, 2016
@ngokevin
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ngokevin commented Aug 9, 2016

Flat desktop also has low resolution, the buffer scale patch fixes it for some reason...

@ngokevin ngokevin changed the title low mobile resolution in VR mode (iOS) / also low resolution on flat desktop low mobile resolution in VR mode (iOS) Aug 9, 2016
@ngokevin
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ngokevin commented Aug 9, 2016

Never mind, separate issues.

@xaddict
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xaddict commented Oct 5, 2016

I would like to reopen this, as it's still a problem on iOS 9 and below.

@mkungla
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mkungla commented Oct 5, 2016

Yes that is known issue at this point that resolution of VR effect on any mobile is quite low
Related #1873, However using stereo view like in A-Frame 0.2.0 (2 squares ) would make affect experience on Gear VR and Cardboard

@protyze
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protyze commented Nov 14, 2016

This seems definitely not entirely fixed yet. Also on iOS 10 when you switch to VR-Mode when holding the Phone in Portrait-Mode.

I can reproduce it with the following example on an iPhone 6S with iOS 10 like this:

  1. Open "https://aframe.io/examples/showcase/sky/" in Safari.
  2. Hold your Phone in Portrait Mode & Switch to VR-Mode
  3. Hold you Phone now in Landscape Mode --> you will see Blurry Textures
  4. Quit VR-Mode
  5. Hold your Phone in Landscape Mode & Switch to VR-Mode
  6. Perfectly Sharp Textures

Is this still being addressed currently? Let me know if I can help in any way.

@ngokevin
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#2008

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