Author Topic: Resolution for GEAR VR  (Read 11233 times)

2016-05-02, 17:02:20

Dionysios.TS

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Hi guys, a simple question here, what's should be the final resolution to render the Spherical images to use in Gear VR? I guess 4096x4096 is the minimum but for a real great experience and clarity what do you suggest? I don't want to render a 12000x12000 for nothing.... -.-

I search the forum but didn't found an official info about it.

Thanks in advance,

Dionysios -

2016-05-03, 13:55:27
Reply #1

Dionysios.TS

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I made some tests and it seems that 8192x8192 is the best limit res.

Thanks,

Dionysios -

2016-05-03, 15:49:26
Reply #2

jetcrow

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good to know thanks :)

2016-05-03, 15:56:06
Reply #3

Dionysios.TS

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Yes, I guess going to bigger resolution doesn't help.

The only issue is this now: I use the Gear VR for a couple of days and I am veeeeeeeerrrrry excited!!! I noticed that the OTOY's sample images have no antialiasing problem at all. Very clean and smooth. My images rendered at 8.192 are smooth too but they suffer a bit of antialiasing issues. OTOY use a CUBIC map process instead of SPHERICAL and for this reason they have to render with a max res of 12.000px but I still can't find out why there is no antialiasing at all... Will keep testing and let you know.

Dionysios -

2016-05-03, 15:59:32
Reply #4

Dionysios.TS

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Hmmm, I made an error with my last rendered VR image and was setup to 8.000x8.000 instead of 8.192x8192. Probably the antialiasing issues are due to the wrong res. As far as I know the OCULUS system suggest to use images which are multiplied of 512 x 2: 512,1024,2048,4096,8.192,ecc.

I'll try again and let you know.

Dionysios -

2016-05-03, 20:17:53
Reply #5

romanbuha

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Hi Dionysios.TS,

Can you show the picture that you did?
Did you use Corona to create it?
And what app are you using to see the image in Gear VR?

Thanks,

Roman

2016-05-03, 20:27:50
Reply #6

Juraj

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Hmmm, I made an error with my last rendered VR image and was setup to 8.000x8.000 instead of 8.192x8192. Probably the antialiasing issues are due to the wrong res. As far as I know the OCULUS system suggest to use images which are multiplied of 512 x 2: 512,1024,2048,4096,8.192,ecc.

I'll try again and let you know.

Dionysios -

This could cause very slightly noticeable blurring but not antialiasing issues.
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2016-05-03, 21:44:15
Reply #7

sprayer

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i think at vr same experience as photo panoramas, cube map and spherical images are the same, and you can convert visa versa there plenty tools for that and working in photoshop for example to place your logo, change colour etc

2016-05-04, 11:46:35
Reply #8

Dionysios.TS

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Unfortunately I can't post any image here as I don't have any permission yet but I have my final conclusions:

Resolution 8.192x8.192

The antialiasing flickering I had yesterday was due to a sharpening filter applied by error on the image. Surprisingly, during the GEAR VR session those pixels seem to flicker a lot!
This morning I used the same image without sharpen and is perfect.

2016-05-05, 01:35:47
Reply #9

JoeVallard

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Test renders of an unfinished scene I had.
4096x4096

2016-05-05, 13:30:07
Reply #10

Dionysios.TS

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Nice try! 4096px is not bad at all!

2016-05-06, 14:45:52
Reply #11

jetcrow

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Guys plz tell more how about to render correct 360 stereo with corona. What do you use to see it on gear VR, oculus rift?

2016-05-06, 14:57:58
Reply #12

jetcrow

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2016-05-06, 14:58:15
Reply #13

Dionysios.TS

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It's a very simple workflow:

- Just put your camera in your scene and pay attention to your horizon line, just don't look up or down when you're going to create your 360° image. Keep the target as straight as possible.
- Apply on the camera a CoronaCameraMod modifier. Turn on in Projection type menu the Override command, and go down and turn on the Spherical VR mod (click on Enable). I don't touch the other parameters there for now.
- Your output resolution should be always a square one so do your tests in lower first, let's say 200x2000 and once sure with everything go for a final 4096x4096 or even better 8192x8192 and save your image as JPG or TIFF. I personally save in OpenEXR as I do the tone mapping in post + some color grading. At the end I save my image at a JPG format.
- Move your saved image in your phone and in the Oculus folder: 360Photos. If you don't see any (probably yes) create this folder and save your images inside.
- Turn on your GEAR VR system and use the Oculus 360 Photo application, in the general menu select your personal photos button and that's it.

I read somewhere that in case you want some thumbnails during the menu navigation you should save a copy of your 360 image in low res and PNG format and save it in the same folder with the same name...

That's all for now! :)

Dionysio -

2016-05-07, 12:42:57
Reply #14

jetcrow

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Dionysios.TS thank you very much.
As i understand you talk about about corona daily builds or at least 1.4 rc? I have no options you told about in 1.3 oO
We are studying Oculus Rift by using simple examples of everything based on UE4. Now i want to try something stereo-rendered. Whats is a Oculus photo application? We got DK2.