8000 Use window aspect ratio for VR preview rather than hardcoded 16:9 by ada-tv · Pull Request #1571 · overte-org/overte · GitHub
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Use window aspect ratio for VR preview rather than hardcoded 16:9 #1571

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@ada-tv ada-tv commented May 27, 2025

Scales the desktop VR preview to the window aspect ratio and slightly increases the preview FOV.

SCALE_WIDTH needs testing on SteamVR with the OpenVR plugin, a value of 1.0 doesn't cause a problem in OpenXR (currently doesn't have corner clipping) or OpenComposite/xrizer (the corner clipping is very small and only visible when the window is near a 1:1 aspect ratio), but SteamVR's more advanced corner clipping might be visible. In that case, it can be reverted back to 0.8.

@ada-tv ada-tv added needs CR This pull request needs to be code reviewed needs QA This pull request needs to be tested enhancement New feature or request and removed enhancement New feature or request labels May 27, 2025
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Everything looks good, but we need to test on SteamVR on Windows because changing SCALE_WIDTH may make eyepiece stencil visible.

8000
@@ -214,14 +214,16 @@ void HmdDisplayPlugin::internalPresent() {
float newWidth = sourceSize.x - shiftLeftBy;

// Experimentally adjusted the region presented in preview to avoid seeing the masked pixels and recenter the center...
static float SCALE_WIDTH = 0.8f;
static float SCALE_WIDTH = 1.0f;
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We need to test this on windows to see if it won't show VR headset eyepiece stencil.

@ksuprynowicz ksuprynowicz added CR approved This pull request has been successfully code reviewed and removed needs CR This pull request needs to be code reviewed labels May 29, 2025
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On some window proportions there are issues with cutout being visible, and part of second eye view being visible.
Second scrteenshot shows almost 16:9 ratio.
pr1571_1
pr1571_2

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