Forum Discussion
Tgaud
12 years agoHonored Guest
Head tracking
Hello, I was just visualising how Headtracking is , and how it should be (in comparaison of real head movment) From what I know, In the game, the view , when turning the head, is always from...
jherico
12 years agoAdventurer
I'm not certain whether your concern is accuracy of the head tracking, or accuracy of the camera posisitioning. It sounds like the latter.
The OculusWorldDemo already handles the fact that the cameras (the eyes) are not located at the center of orientation. If you look at the code here you'll see that they calculate the eye distance as being 9 centimeters forward and 15 centimeters above the center of orientation, defined as the base the neck here.
Perhaps it's something that would better belong in Util_StereoConfig.cpp file in the SDK, but on the other hand, all the example code is covered under the Apache 2.0 license, rather than the OVR SDK license, so you can do more with it in terms of integrating it with your own code.
The OculusWorldDemo already handles the fact that the cameras (the eyes) are not located at the center of orientation. If you look at the code here you'll see that they calculate the eye distance as being 9 centimeters forward and 15 centimeters above the center of orientation, defined as the base the neck here.
Perhaps it's something that would better belong in Util_StereoConfig.cpp file in the SDK, but on the other hand, all the example code is covered under the Apache 2.0 license, rather than the OVR SDK license, so you can do more with it in terms of integrating it with your own code.
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