Forum Discussion
Tgaud
12 years agoHonored Guest
FOV in game?
Actually I just received my rift, and I can see there is three sets of lenses. Each set give us a different FOV. (Lets forget the stereoscopy here, and imagine we have just one eye/image) But...
dghost
12 years agoHonored Guest
"tomf" wrote:
The in-game FOV really should match the real-world FOV that you can see through the lenses - it's not an independent value. Otherwise it lessens the immersion and gives people fatigue. With the current SDK we need to make a few assumptions about the average distance from your eyes to the lenses, so some games still need a user-settable fudge factor, but we plan to make it far more accurate in future SDKs.
Out of curiosity...
If I'm understanding the math correctly the only reason the viewed image would be different between the different lenses is if they wind up distorting the image differently than the barrel shader. Given that the lenses are at different distances from the screen (I believe) they would either need to have different optical properties to ensure that they distort the image in roughly the same way -or- the distortion applied to the image should be different based on what the user has selected in their profile.
Is that correct? Or am I failing to understand the math properly? I'm a bit rusty about optics, and the SDK documentation doesn't really talk about the lenses much.
Edit: I should also add that my DK is on loan to another developer at the moment, so I can't check what the hardware and SDK are actually doing.
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