Files
UnrealEngineUWP/Engine/Source/Runtime/HeadMountedDisplay
christopher fiala 3e24c3a703 Update XR resolution scaling to better match the desktop/console approach to scaling, which has changed since XR scaling was originally implemented, and add support for Mobile LDR dynamic resolution.
Use xr.SecondaryScreenPercentage.HMDRenderTarget rather than vr.PixelDensity for fixed spatial scaling factors, to reflect that this serves the same purpose as r.SecondaryScreenPercentage.GameViewport for desktop, and use scaling centered around 100.0f rather than 1.0f.
Support dynamic resolution in XR + Mobile LDR. Mobile LDR normally does not support any resolution scaling since it lacks post-processing, but we can workaround this by rendering to the upper left corner of a fixed-size render target, then passing an appropriate view rect to the OpenXR compositor, which will automatically perform spatial scaling before displaying to the device.

#jira UE-216057, UE-168921
#rb Jeff.Fisher

[CL 35470043 by christopher fiala in ue5-main branch]
2024-08-12 17:52:23 -04:00
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