VRRenderScale ( [scale#] )

Parameters

scale# (optional) - eye resolution compared with the headset's recommendation, from 0.5 to 2.0; 1 (default)

Description

Sets how sharply each eye is drawn, compared with what the headset recommends.

Lower values draw fewer pixels and run faster; higher values look sharper and cost more. Offer it as a quality option, or lower it when the frame rate drops - a headset needs a steady frame rate to stay comfortable.

The eye buffers are reallocated at the next frame, within what the runtime and graphics card allow. If that fails, the last good size is kept and the diagnostics log says why. The desktop RenderScale does not multiply this setting. A change restarts per-eye effects that build up over several frames, such as temporal anti-aliasing.

Set it any time after InitVR, before or after EnableVR; the change takes effect at the next frame. Returns True when the setting is accepted, or False with the reason in VRLastError, keeping the previous setting.

Automatic VR is experimental, and works in 64-bit Windows programs through an OpenXR runtime and Direct3D 12. In 32-bit programs the commands are there, so the same source compiles, but InitVR returns False and VRLastError says why.

For the full story - setup, frame rules and limitations - see the Automatic PC VR guide and its complete AutomaticVR.bb sample.


See also: VRMirror, VRHUD, RenderScale.

Index