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why is the center of my field of view pixelated on my phone when testing for vr
Hi I'm building a 3d comic intended for vr. I've got the initial setup kinda like i want it, but I'm experiencing extreme reduction in resolution in the center of both views on my phone when testing on cardboard. The edges of the view are looking sharp. I'm testing on a Oneplus Two.
Answer by BodhiPurplePill · Apr 19, 2017 at 11:52 PM
A fisheye effect could cause this, if you are using Unity's native VR cardboard this should not be the case.
Are you displaying the comic texture on a sphere or cylinder? Then it looks like you are displaying a lower mipmap level in the center. Mipmapping works in a straight line: http://img.tomshardware.com/us/2004/06/03/ati/pic02.jpg
If that is the case then unchecking "Generate Mip Maps" in the comic texture's import settings should fix it.
If you are moving these elements and you want mip mapping enabled, you could also try changing the filter mode from Bilinear to Trilinear
I'm displaying the comic on a sphere, and unchecking "Generate $$anonymous$$ip $$anonymous$$aps" was exactly what I needed.
Thank you @BodhiPurplePill
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