Alright, I did some extra testing and discovered how to do semispherical VR rendering in blender - and found out what was causing the blur issue. It wasn't the 360 or the resolution (Though using 3840x1080 for 360 VR was a bad idea anyway, due to mismatching aspect ratios, 16:9 image for a 2:1 camera...
Nevertheless! The culprit was actually an actual blur effect I use in all of my renders to soften the image up - What I was not thinking of is that, as obvious as it should seem - VR != Normal Render
The way that VR should be done is a mimicry of real life. Of which - bloom and softening effects do not exist! They may make videos and pictures look prettier, but when it comes to VR, they just make things look blurry!
So I will have to keep this in mind for later animations. I may go back and re-render the Wendy VR animation with this in mind, even.
BunnieButtz
2018-03-05 23:25:20 +0000 UTC