VR small screen issue

Hi, do you know why my VR screen looks so small and is not centred?

Using:
Unity 2017.2.0f3 64bit (Windows 10)
Samsung Galaxy S8
Cardboard

Steps to reproduce:

  1. Create a new project.
  2. Set deploy platform to Android.
  3. In player settings:
  • In Other Settings:
    • Set a package name ( com.myCompany.myProductName )
    • Set minimum and Target API to Android 7.0.
  • In XR Settings
    • Tick VR supported and choose the Cardboard SDK.
  1. Save the current scene, add it to the Build list.
  2. Connect your Samsung S8 and hit Build and Run.

Here is the project to save you time: GitHub - RodrigoHamuy/vr-test

Thanks.

Do you have the official Cardboard app from Play Store installed and your viewer configured?

Hi @Selzier ,
Yes. This is how it looks using the Cardboard app ( https://play.google.com/store/apps/details?id=com.google.samples.apps.cardboarddemo&hl=en_GB )

Maybe this is a Unity bug?

Thanks

The problem revolves around the Samsung S+ to have different ui resolutions. If the device isn’t set to WQHD+ mode then Google VR will force the resolution to upscale to WQHD+. Unfortunately that upscale is not handled correctly by Unity or Google VR in the release you are using.

This should partly be resolved in 2017.1.2p1, though the overay graphics may or may not be correctly scaled due to an issue with Google’s library. For now, please make sure you are running the device in WQHD+ mode.

Thanks @joejo ! Changing Settings > Display > Screen resolution > WQHD+ did the trick.

This issue still persists with Unity 2017.3 and gvr-sdk 1.120.0. On a Galaxy S8 (Android 7.0) at the two lower non-WQHD+ resolutions, the output is rendered at the wrong scale.

This is only the case when the Google VR Services are enabled though. If they are disabled (via Settings → Apps) the VR is rendered properly at all device resolutions. In this case the Google Cardboard App needs to be installed to configure a viewer (by scanning a viewer profile QR code).

Both methods (1. setting device resolution to WQHD+, 2. disabling Google VR Services) are of course no proper solutions but only workarounds for the fiddler. The average user will just be confused and drop the app.

It is not clear where the problem lies after all. Unity, the gvr-unity-sdk or the Google VR Services.

There is a related conversation going on at the gvr-unity-sdk Gitgub repo:

@thejox I’ve been unable to reproduce the issue with the latest Google VR Services installed.

If you’re still seeing this on your device, can you reply with a few addition details? See
https://github.com/googlevr/gvr-unity-sdk/issues/671#issuecomment-365791711