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Support for fractional scaling in "2D" apps #10
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flatland already does use the low pass filter thingy actually.... but yeah i'll add density control to the flatland panels when i invent a dial system (for the new upgraded flatland) |
what's even cooler is i don't need fractional scale to do it, i just have a density variable that right now is not being set... given we don't need more pixels on the panel but instead need bigger text |
I don't know if increasing only the text might fix this. Running the Stardust XR plugin from Envision, everything in the apps just appears too shrunken and tiny to read from my HMD at a reasonable distance from the floating window (e.g. from a distance I'm normally used to with my windows), including the icons and symbols (like play/pause), it feels like any time I need to decipher much of anything I need to slouch over and look into it right up close. |
sorry i didn't mean only bigger text, it'll make it a bigger lower resolution screen in reality |
Ah, sounds all good. |
dial.mp4:D |
Neat! Perhaps somewhat offtopic, how did you get the Stardust window to appear? When running from the Envision plugin, all I get is the Monado window that is not interactable with apps. Do I need to install the stardust-xr-telescope AUR package or build from source? |
oh, the stardust window is running the server using the |
On lower resolution HMDs, like the "OG" HTC Vive model, or perhaps in low bitrate wireless streams, it is challenging to read text or interpret graphics due to them being too small to comfortably read. A fractional scaling system could perhaps alleviate that.
Perhaps a more advanced fix would be to recreate Simula VR's low-pass filter thingamajig, although I'd be lying if I said I understood exactly what it does or how it works.
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