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...
vaspoul
13 years agoHonored Guest
True enough, knowing where to converge (i.e. 'point the eyes') is an interesting problem in a simulated environment, but it's something you routinely have to deal with in games. For our games (in my professional life) I've chosen to converge the eyes on where the player character is (we tend to have a 3rd person/overhead camera). This felt the most natural for our content (I'm not suggesting this is a general rule). Anything between the player and the camera had negative parallax (i.e. in front of the virtual screen) and anything beyond the player has positive (i.e. behind the virtual screen). Making the eyes parallel would be (like you say) like focusing on the horizon, which would put the entire scene in negative parallax, which would be very uncomfortable. The matrix in the SDK looks like it's missing a *convergenceDepth on the 41 (or 14) element, which means that it's focusing 1 length unit in front of you.
anyway, I'm doing all this 'blind' so I could just be talking rubbish! :)
I'm in the process of adding anaglyph support on the world & tiny demo to keep myself busy until my kit arrives (in UK so expecting along wait!).
Oh well, I'm off to the beach now :)
anyway, I'm doing all this 'blind' so I could just be talking rubbish! :)
I'm in the process of adding anaglyph support on the world & tiny demo to keep myself busy until my kit arrives (in UK so expecting along wait!).
Oh well, I'm off to the beach now :)
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