[BUG] Changing the Steam VR per-application resolution slider doesn't affect UEVR games until a game restart
Describe the bug
If change the per-application specific resolution in Steam VR, then the UEVR game doesn't change the res until the game is restarted.
Identify the UEVR version
Using UEVR latest nightly.
To Reproduce
Injecting using OpenVR with Steam VR on a Valve Index. Games tested - Witchfire and Silent Hill 2
If I change the Steam VR overall resolution, then the UEVR game does update to the new res straight away, this is great, I never realised this worked.
If instead I change the per-application specific resolution in Steam VR, then the UEVR game doesn't change the res.
If I then also change the overall res slider, then both multiplier changes are taken into account, so this is a good workaround for setting the per-application override res in Open VR.
Expected behavior
If I change the per-application specific resolution in Steam VR, then the UEVR game should update the res immediately. This is how other native VR games behave.
PC Specs (please complete the following information):
- OS - Windows 11
- Graphics card - 4090
- CPU - 7900x3d
- Headset Model - Index
- OpenXR or OpenVR - OpenVR
- Streamer if applicable (Link, Air Link, Virtual Desktop, Steam Link, ALVR, etc...)
- If using OpenXR, the runtime (Oculus, SteamVR, VDXR, PimaxXR, etc...)
That's pretty much normal. Almost no game running in SteamVR does support changing the render resolution on-the-fly.
Well I had a conversation with Praydog on the discord and he said it should work and to raise a bug if it doesn't.
Certainly some native steam VR games do support this, Audioshield was the first I tried and it works as expected.
I'm not too bothered as I found a workaround anyway, to just nudge the overall resolution slider, which does already change the render resolution on-the-fly.