Forum Discussion
faultymoose
12 years agoHonored Guest
Calculating the Infinite Focal Plane ("skydome")
Forgive me if this has already been solved, but I spent quite a bit of time trying to hunt down information, and ended up running some tests of my own (sans my Rift Devkit as yet). While I'm sure they...
faultymoose
12 years agoHonored Guest
You're very welcome! I was chasing the information mostly out of an academic interest myself, but it can probably be useful in circumstances where a player will be focusing at distance for the majority of gameplay - such as a space shooter - by populating the foreground 0 - 300m range with small particles, debris, and other elements to enhance the sense of depth.
Also, in regards to optimisation, an environment sphere could represent anything outside the ~300m depth mark (at the Rift's current devkit resolution), with the following caveats:
Also, in regards to optimisation, an environment sphere could represent anything outside the ~300m depth mark (at the Rift's current devkit resolution), with the following caveats:
- Any space in which the player can't move around a lot would probably benefit from significantly distant geometry, relative to the degree of player movement possible. Parallax at distances beyond ~300m is an important depth cue so environment spheres wouldn't work so well if the player has a moderate degree of positional freedom.
- Any textured environment dome would need to very closely match fidelity, contrast, perspective, etc. with the real-time environment, again to help the brain process depth from 2D information
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