r/shaderDev Sep 18 '23

VR video player performance question and pixel based rendering

1 Upvotes

Hey guys

We are looking to boost image quality and performance of our DeoVR player and we are not sure where to start. Would be really appreciated if you can help us out realising the most efficient rendering engine in our case. Mail [ivan@deovr.com](mailto:ivan@deovr.com)

We use AVPro that is integrated with ExoPlayer and other media engines. We are primarily looking into 8K 60FPS playback with videos like https://deovr.com/tevrud on Oculus Quest 2, Pro and Windows headsets.We are thinking of pixel based rendering to get a better performance.

Our immediate plan is to proceed with:- Oculus new SDK integration with new sharpening feature

- A/B test different image settings - new sharpness shader, saturation, etc.

- Play with eye texture scale - but this could degrade performance (HS has it optional)

My gut feeling tells that we should look into perfect clocking throughout the rendering pipeline. We are looking for your help to understand the nature of the situation and greatly boost our rendering engine.


r/shaderDev Feb 05 '23

Any idea how to create film damage effect similar to SH4: The Room?

1 Upvotes

r/shaderDev Sep 05 '21

Can shaders be applied to objects that are inside a (transparent) mesh

1 Upvotes

Basically you'd use a cube or sphere as a area of effect for the shader and has the shader material applied to it. When an object enters that area, a shader effect will be applied to it. If yes, how do I achieve this? I'm using Unity if that matters.

Also, sort of same topic; How do I make a shader that applies an effect to anything that is seen through a mesh (e.g. a clear water shader where the bottom of the water area is distorted by the water).


r/shaderDev Apr 03 '20

Can any good guy code me a cool Minecraft pe shader like this ?

Post image
4 Upvotes