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Question by valentin_siebenkees · Jan 18, 2021 at 11:28 AM · spritevrtexture2dimageresolution

Display an image in native resolution of a Head Mounted Display

Hello Community,

I am trying to analyze the displays of vr/ar devices. (At the moment I have the HP Reverb and the Hololens2).

I am currently working with Unity and the Mixed Reality Toolkit and I am new to both.

For the measurement I want to display a test image in the devices native resolution and if possible in the origional quality without any compression.

I would appreciate any help on how to achieve this goal!


So far I have my test images in native resolution (atleast for the HP Reverb, since the Hololens is a little different) and im playing around with ways to display them. I tried rendering them as Sprite or attaching the texture to a material and an object, the issue im having here is that I have to place the Sprite or Object in a certain distance in the 3D unity space to make it visible on the HMD, but I feel like changing the z-parameter changes the resolution of the Sprite/Object.

Is there something like a reference point/distance, where the resolution is actually the native resolution?

Also I am not quiet sure which settings i have to choose to load the texture into the Unity editor, it seems like there is a lot of interpolation happening there.


Thank you very much for any help and greetings,

Valentin

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