Forum Discussion
chaosgrid
13 years agoExplorer
Oculus SDK and Stereoscopic Rendering Design
I'm pretty new to stereoscopic rendering but I'm wondering about something trying to implement the SDK. Since we need to render to a bigger render target than the backbuffer anyways, why is Oculus ...
chaosgrid
12 years agoExplorer
Almost the second question: "Why do the Rift SDK samples render to one large 1280x800 * ~1.7 rendertarget instead of to one smaller 640x800 * ~1.7 rendertarget?"
After the first eye is rendered, you can just clear the one-eye rendertarget and redraw on it (the final backbuffer is a different rendertarget).
I guess this is not really an issue, just preference. In the meantime, I adapted the Oculus shader to work on a single-eye texture instead of the two-in-one texture.
I just think the whole setup is a little complicated and could be done in a more simple way, so that it's easier to understand.
After the first eye is rendered, you can just clear the one-eye rendertarget and redraw on it (the final backbuffer is a different rendertarget).
I guess this is not really an issue, just preference. In the meantime, I adapted the Oculus shader to work on a single-eye texture instead of the two-in-one texture.
I just think the whole setup is a little complicated and could be done in a more simple way, so that it's easier to understand.
Quick Links
- Horizon Developer Support
- Quest User Forums
- Troubleshooting Forum for problems with a game or app
- Quest Support for problems with your device
Other Meta Support
Related Content
- 1 year ago
- 2 years ago
- 11 months ago