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Ah yeah I think there's a collection of issues related to small text within XR! The biggest one is really pixel density on XR headsets, which is always an issue
by koujaku 4y ago
Ah yeah I think there's a collection of issues related to small text within XR! The biggest one is really pixel density on XR headsets, which is always an issue for small text, or far-away text. XR also can't benefit from sub-pixel approaches to font rendering either. Since you can always move further from text, there's also the IRL issue that the text is just too far to make out!
The current raster technique should actually be fine for smaller text, there's some super-sampling going on in the shader that should help a bit here too! I'm not entirely certain what else could be improved on in this case besides font selection, I'd be open to suggestions or tips :)
- lostmsu 4y agoI am not an expert in the area, just somebody who read up on it after realizing desktop in VR does not work out for me (and usually low res is not a problem, so it is about font aliasing). Something like https://github.com/servo/pathfinder https://github.com/servo/pathfinder (newer) and as you mentioned SDF (older) are the latest approaches.
- koujaku 4y agoThanks for the link! The path based approach has been of interest to me, but I wasn't aware of an implementation other than Slug, which I have been avoiding. Guess I can finally do some real research on that topic now! :D SDF is probably still the most realistic path for now, but I guess that may depend a bit on what comes up :)