It seems in stereoscopic mode, that is after XR plugin is initiated, the camera FOV will act differently in play mode.
For example, say, the default VR helmet’s FOV is 100, and the camera FOV hence is set to 100, the result when rendering in XR mode/stereoscopic mode will look much closer than 100, as if the FOV value is 60-70.
When turning of XR, when it becomes common single screen rendering mode. The FOV will be looking familiar again.
And the problem is, when doing LOD group switch threshold ratio calculation, it seems Unity is using single screen mode’s screen space, which makes it looks it switches at a much closer distance in VR mode. This makes me hard to calculate the actual LOD bias and LOD ratio I should use.
Can anyone confirm and give some opinions, please?