Forum Discussion
vaspoul
13 years agoHonored Guest
Convergence
Hi, I've been reading the Oculus SDK documentation and the following caught my eye : "Unlike stereo TVs, rendering inside of the Rift does not require off-axis or asymmetric projection." Look...
tbowren
13 years agoHonored Guest
The left and right eye rays are parallel in the 3d scene. In "real life" your eyes would only do this when looking at the horizon. Without eye tracking there is no way to know what to converge the eyes. One reason for the projection matrix adjustment is because the 7 inch screen is too big for each eye to look at the center of it's "half" of the screen.
Before I got the SDK I played with all sorts eye ray vector convergence tests and I had all sorts of problems like you are mentioning. Once I made them parallel and offset each by 32 mm everything looked great.
Before I got the SDK I played with all sorts eye ray vector convergence tests and I had all sorts of problems like you are mentioning. Once I made them parallel and offset each by 32 mm everything looked great.
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