LOD boundaries in VR (Rift+Vive) very different from non-VR

Hi,

Just checking.
Got this large project of a neighborhood with 60+ houses. I’m using a simple 2-level LOD. The boundary setting however seems to be very dependent on the final rendering platform.
For non-VR in the editor my boundary between LOD0 and LOD1 is around 40%, but with VR enabled it need to be around 10% to achieve a similar effect!

Two questions:

  1. Is this normal behavior?
  2. If so, can I code for this difference in case no VR device is attached? Can I code for dynamically changing the LOD boundaries?

Cheers!

Marco

LOD boundaries in Unity are based on screen coverage percentage. This means LOD boundaries are effected by camera FOV, and the render FOV for many VR headsets is >90 degrees, where I think the default Unity camera is 60(?) with most modern first person games default usually in the 75~65 degree range.

To work around this the quality settings have an LOD bias setting you can play with. You can try setting it to 4.0 when you are in VR.

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