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Why does the resolution change and what was it beforehand?

From what I'm seeing, the resolution changes when enabling Mixed Reality Capture. What's the regular resolution when MRC is disabled? In particular, it would appear that the image is "zoomed" when enabling MRC as it suddenly enlarges and crops the outer edges when MRC is enabled at any resolution. Is there a particular reason this occurs and the two modes don't even appear to match in aspect ratio?

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    @StephenEnochian said:
    From what I'm seeing, the resolution changes when enabling Mixed Reality Capture. What's the regular resolution when MRC is disabled? In particular, it would appear that the image is "zoomed" when enabling MRC as it suddenly enlarges and crops the outer edges when MRC is enabled at any resolution. Is there a particular reason this occurs and the two modes don't even appear to match in aspect ratio?

    I found a workaround. In Unity, if you store the initial field of view value from the camera, set the canvas render mode to "Screen Space - Camera", set the UI Scale Mode to "Constant Pixel Size", and then dynamically set the canvas Scale Factor to the initial field of view value divided by the current camera field of view value, then it will dynamically scale - which in turn will prevent the "zooming" effect.

    A side note, if you find that UI elements are off screen, attempt to anchor them to the center point first. That may fix that issue.

Answers

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    In normal mixed reality (MR) mode you are seeing a window used for 3D drawing of the MR scene, but not any camera input since it is transparent. In MRC mode you are seeing what one of the HoloLens cameras captures (unless you deselect that option in developer mode web page), with the 3D scene drawn on top of the camera input. The camera used is likely the one used for gestures which is wider than your display screen so gestures can be captured in a wider area, and therefore it is likely lower resolution in the field of view for the MR scene. This likely translates into a lower resolution image approximating the primary MR scene we normally see, and may explain the aspect ratio difference.

    Hopefully on of the MS HoloLens team can provide further detail or corrections...

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    edited February 2017

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    @randyiform said:
    In normal mixed reality (MR) mode you are seeing a window used for 3D drawing of the MR scene, but not any camera input since it is transparent. In MRC mode you are seeing what one of the HoloLens cameras captures (unless you deselect that option in developer mode web page), with the 3D scene drawn on top of the camera input. The camera used is likely the one used for gestures which is wider than your display screen so gestures can be captured in a wider area, and therefore it is likely lower resolution in the field of view for the MR scene. This likely translates into a lower resolution image approximating the primary MR scene we normally see, and may explain the aspect ratio difference.

    Hopefully on of the MS HoloLens team can provide further detail or corrections...

    With this in mind, is there a definitive way to ensure what is developed can be 100% visible in both views? Maybe a recommended aspect ratio, a way to detect MRC is in use and rescale, etc. The concern is using MRC for an audience preview and they lose part of the content in the process.

    Also hoping the MS HoloLens team can jump in with clarification/details...

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    @StephenEnochian said:
    From what I'm seeing, the resolution changes when enabling Mixed Reality Capture. What's the regular resolution when MRC is disabled? In particular, it would appear that the image is "zoomed" when enabling MRC as it suddenly enlarges and crops the outer edges when MRC is enabled at any resolution. Is there a particular reason this occurs and the two modes don't even appear to match in aspect ratio?

    I found a workaround. In Unity, if you store the initial field of view value from the camera, set the canvas render mode to "Screen Space - Camera", set the UI Scale Mode to "Constant Pixel Size", and then dynamically set the canvas Scale Factor to the initial field of view value divided by the current camera field of view value, then it will dynamically scale - which in turn will prevent the "zooming" effect.

    A side note, if you find that UI elements are off screen, attempt to anchor them to the center point first. That may fix that issue.

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