Forum Discussion
Marbas
12 years agoHonored Guest
Mirroring the game output.
Anyone come up yet with a creative solution as how to output a regular rectilinear game render to the monitor while mirroring the same (distortion corrected) output to the Rift? For now everyone seems...
atavener
12 years agoAdventurer
KuraIthys has basically covered it. But I'll add a note: a higher-resolution backbuffer will probably be desirable for quality anyway (if the framerate can be sustained) -- a low-res distorted resampling of a low-res source is part of why we see such bad pixelation and unreadable text. A higher res source, and sharper sampling than bilinear helps.
Anyway, my point is that we might have a higher resolution backbuffer to present, and not need to render a third view for a monitor.
However there are some advantages to a third render: using a lower FOV suitable for monitors, and possibly different perspective -- depending on whether you're imagining the use being demoing Rift to outside observers or making a game pleasant to watch for an audience (a 3rd person perspective might be useful for this -- Alone In the Dark style or even chase-cam).
Anyway, my point is that we might have a higher resolution backbuffer to present, and not need to render a third view for a monitor.
However there are some advantages to a third render: using a lower FOV suitable for monitors, and possibly different perspective -- depending on whether you're imagining the use being demoing Rift to outside observers or making a game pleasant to watch for an audience (a 3rd person perspective might be useful for this -- Alone In the Dark style or even chase-cam).
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