I’m trying to implement a simple 360 photo app with native cardboard sdk. I’m using the default Unity sphere and a shader for inverting normals, but I can’t get decent performance with decent resolution. If I use anything less than 4096 on Texture MaxSize, the resolution is too low. If I use 4096, frame rate drops drastically. Panorama image looks jagged when moving your head around. Am I doing something wrong?
You can create a 360 photo app for Google Cardboard on iOS perfectly. However I suggest to not use a sphere with a 4k texture but a skybox with 6 1k textures and compressed. Also turn of mip-mapping to not make the texture reduce it’s quality based on camera distance, because you don’t want that. I think this helps you enought.
Btw, use unity 2017.1, because 5.6 series is bugged and if it works it’s really slow or crashing.
This was what I did too in the end though I had panorama images so I imported them as cubemaps but the file size increased drastically. Will give 6 textures a try, thanks.