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Render targets on HTC Vive too small by half #19

@totalgee

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@totalgee

Hi there, I was trying Cinder-VR with the Vive, and I found it looked very low-res and aliased, compared to other OpenGL programs I've developed using OpenVR. I think the main problem is that you're only using half the recommended render resolution (horizontally). The IVRSystem::GetRecommendedRenderTargetSize() method returns 1512x1680, but you're dividing that in half (for each eye). I believe the proper interpretation of this is the resolution per eye.

So... Currently, when using Cinder-VR on my Vive, my viewports are just 756x1680 (result of mHmd->getEyeViewport(eye)). This should be 1512x1680, either using one large render target of 3024x1680 (split into half the viewport each eye), or two targets of 1512x1680 each.

Besides this bug, it would also be very nice to have a scaling factor that could be applied when Cinder-VR creates its render targets, so we can deliberately down- or up-scale the targets as desired (either for better performance or better image quality). You seem to have something like this for Oculus (mScreenPercentage), but nothing for OpenVR.

Thanks - the library is great and very easy to use!

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