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The Mixed Reality Forums here are no longer being used or maintained.
There are a few other places we would like to direct you to for support, both from Microsoft and from the community.
The first way we want to connect with you is our mixed reality developer program, which you can sign up for at https://aka.ms/IWantMR.
For technical questions, please use Stack Overflow, and tag your questions using either hololens or windows-mixed-reality.
If you want to join in discussions, please do so in the HoloDevelopers Slack, which you can join by going to https://aka.ms/holodevelopers, or in our Microsoft Tech Communities forums at https://techcommunity.microsoft.com/t5/mixed-reality/ct-p/MicrosoftMixedReality.
And always feel free to hit us up on Twitter @MxdRealityDev.
Limiting Fov
I was wondering if it is possible to limit the fov further, to improve placement/highlighting accuracy. Currently I see that it we get: 1280x720 (pixels) with a 45deg fov on the default mode. I was wondering if one can get 1280x720 with a 22.5 deg fov or not.
0
Best Answer
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LeweyGeselowitz mod
If your goal is to lower the number of pixels rendered, you can use an off-screen render target that has a lower FOV and then re-project that back into the scene. I did this in early prototypes to allow pixel-heavy volume rendering. You need to do the following:
- Setup a Unity RenderTarget,
- Setup secondary Camera (that moves with the main camera, updates to the Render Target and has your smaller FOV)
- Scale and project/texture the RenderTarget back into the world.
This effectively gives you a lower-resolution virtual screen that floats in front of the user.
5
Answers
Are you using unity? Obviously, the FOV is fixed on the actual hardware itself. However, the camera is Unity has a FOV adjustment you can make.
What I want is to be able to get 1408 (on the high camera settings) with a 45deg FOV instead of the 48deg, to improve resolution and be able to identify small objects.
Doesnt really matter on the unity side, it is the actual camera that I would like to be able to configure.
I see, I'll let one of the admin answer, but I'd be surprised if the actual hardware is that configurable.
If your goal is to lower the number of pixels rendered, you can use an off-screen render target that has a lower FOV and then re-project that back into the scene. I did this in early prototypes to allow pixel-heavy volume rendering. You need to do the following:
This effectively gives you a lower-resolution virtual screen that floats in front of the user.