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Unity3D w/ skybox vs. Oculus 360 Photos
I've been recently developing VR-based Unity applications, and I'm currently working on using the Gear VR for a 360 experience, comparable to the Oculus 360 photos application.
However, I noticed that I can never quite get the quality of Unity's skyboxes to match that from the native Oculus 360 photos application. I've tried ramping up the settings to max (uncompressed RGBA 32 bit, no size loss, using 2048 x 2048 images), turned up the quality settings (both with Anisotropic and without) as well as played around with the OVR camera controller object to no avail.
Is it at all possible to achieve a really high quality, photorealistic skybox in Unity similar to what can be done with Oculus 360 photos, or am I stuck having to use Oculus' solution if I want that kind of fidelity?
(I've also made a post in Unity forums, but I probably should have asked here first. I'm not sure if I can put it both on answers and the forum, so let me know if I'm breaking any rules.)
Were you ever able to make this work? Do you know if the Oculus 360 app is actually projecting the panoramas on a skybox, or if its accessing and scaling/placing the bitmaps directly, hence the superior results?
I'm working on a project where I need to be able to load a series of panoramas, specify hot spots/buttons, and via a transition load the next panorama, and it would be great to not have to build it as geometry if I don't need to.