I had a major breakthrough with the realness of my VR galleries today. This is to do with level of detail (LOD) of my materials - which are the photographs my galleries are exhibiting. The issue is one regarding interference patterns. See example below...
You can see the interference pattern quite clearly on the panel in the back ground.
It was not a huge problem on the Rift headset, but Quest seems to really exaggerate it, so I had to find a solution. My understanding was that UE4 sorted it out automatically, but it turns out that it will only do so if the image dimensions are to the power of 2! So I experimented...
Images to the power of 2 - 1024 square on left and 1024 x 2048 second left and originals on the right.
...and it worked. the problem has been totally solved...
The example looks a little blurry from the screen shot, but the Quest resolves if beautifully as you get closer. and the interference pattern is no longer a problem.
I now have the massive job of correcting all the images in my current galleries! However, it does throw up a major drawback of learning to use a piece of software through trial and error and it is that sometimes one does not even know that there is a problem and that the problem has a specific name and often a very straightforward fix. This is exaggerated by the fact that I do work in a bit of a vacuum and don't tend to meet people with knowledge in this field as often as I should.
If you are reading this blog and feel you can add something to my research then please comment… even if you are correcting me or don’t agree with something that I say.