When you enter on fullscreen mode force setPixelRatio to 1 and the render looks with very low resolution on mobile devices.
https://github.com/mrdoob/three.js/blob/dev/examples/js/effects/VREffect.js#L126
Is it force it for performance reasons or is an issue?
I believe this is correct as it is. The
eyeWidth
andeyeHeight
already account for the full resolution of the HMD’s display, so there’s no need for any additional multiplication bydevicePixelRatio
.There are a couple reasons why the image might not look great on mobile, in particular if you’re using webvr-polyfill:
BUFFER_SCALE
, which is set to 0.5 by default, and forces the image to not render at full scale. You could set this higher, but you might sacrifice frame rate, which could be bad. So you need to find the right balance and test on different devices. It’s worth noting that in the Oculus best practices for mobile, they recommend only rendering at 1024×1024 per eye. And that’s for the S6, which is not the fastest phone around, but also far from the slowest.If you’re referring to Samsung Internet for GearVR, which does not require the polyfill, well, the webvr implementation in that browser still needs work. So don’t expect it to look great in there just yet.