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tmek's avatar
tmek
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13 years ago

Overlay texture to visualize what is visible through the Rif

I created a simple PNG file that you can use as an overlay texture while coding. If you just draw a quad over the screen and apply this file as a texture it will highlight approximately what the user will see when looking through the Rift. It's important that you do not apply the warping distortion however, just draw it directly to the screen as is. It shows what you see using A-cup with the assembly extended all the way back.

The idea is that this would allow you to adjust UI positioning or get an idea of what is or isn't within the Rift's field of view using your regular computer monitor without having to repeatedly put on and take off the Rift during coding sessions. It would also allow developers who don't have their Rift yet to get a good idea of how their work in progress fits within in the Rift display.

I did this for StellaArtosis who has created the amazing Minecrift mod even though he doesn't have his rift yet. (His is on the way now though!) If you have a Rift and you haven't tried Minecrift yet, GO TRY IT NOW! It's amazing. I've also added a minecrift screenshot to show how this looks when overlaid on a game.

6 Replies

  • Marbas's avatar
    Marbas
    Honored Guest
    Holy crap! Thats a really low screen area visible to the eye. Isn't the A-cup supposed to give the largest amount of visible screen real estate? I was expecting the Rift to at-least fill the horizontal res length of the screen.

    I suppose you could view more of the screen (more res) by slightly increase the distance between the lens and the screen. But I guess that would require an additional type of lens-set.
  • The amount of unused pixels will be reduced somewhat in future versions of the Rift. The current developer kit Rift using a larger 7" panel due to sourcing problems they had. The commercial versions will probably go back to the 5.6" or 6" panels closer to those used in the early prototypes. The ideal panel would be about 13 cm wide, have high pixel density, fast pixel switching times, good color and contrast with about a 2.1:1 aspect ratio. I'm hopeful one of the display manufacturers will recognize the promise in this technology and work with Oculus on making an ideal VR display.
  • Marbas's avatar
    Marbas
    Honored Guest
    Yes :)

    In addition to all of that, I wonder if it would be worthwhile from a screen manufacturing standpoint (cost) to leave out all those pixels that are not visible to the eye (even with a vr-friendly 2:1 display)
  • "Marbas" wrote:
    Holy crap! Thats a really low screen area visible to the eye. Isn't the A-cup supposed to give the largest amount of visible screen real estate? I was expecting the Rift to at-least fill the horizontal res length of the screen.

    I suppose you could view more of the screen (more res) by slightly increase the distance between the lens and the screen. But I guess that would require an additional type of lens-set.

    The image above shows the difference between eyes close to the lenses and eyes farthest from the lenses, depending on the Rift DK "coin slot" adjustment settings.

    Like tmak said, "It shows what you see using A-cup with the assembly extended all the way back." But if you adjust it so your eyelashes brush the lenses, when looking straight ahead I can actually see the edges of the screen in ALL DIRECTIONS, which means typical Rift pre-warp algorithms are showing me some black pixels where they COULD show me useful content. So I can actually see slightly more content than the outer dimmed portion of the image pair shown above (including a small amount of the screen bezel). Rotating my eyeballs to actually look directly at the screen edges reduces my FoV in that direction, so I only see the screen edges in my peripheral vision while looking straight forward.

    The image in this thread is showing what you may see while wearing eyeglasses, or when you adjust it according to the HL2 configuration instructions. I very much prefer the much larger FoV from having the "assembly RETRACTED all the way" with my eyelashes brushing the lenses.

    Beware that the shorter B and C cups give a smaller FoV than the longer A cups, and moving your eyes farther from the lenses gives a MUCH smaller FoV.

    I can already see black pixels surrounding the content, so please do NOT encourage developers to waste even more of my FoV! You may choose to sacrifice most of you FoV by placing your eyes far from the lenses, but I do not. I want my huge FoV, which is exactly what makes the Rift design vastly superior to its competition, IMHO! I sure hope the Minecraft mod does not discard half of my FoV per your recommendations! Your image posted to two threads, and your advice to sacrifice half of my FoV, just makes me sad...
    :roll:
  • Hi Geekmaster, I think there is some more discussion and discovery to be had on this topic. We can continue in the other thread. I'll update this one with whatever we come up with there.

    For others interested in this topic I've included some more experimentation and an updated image there.

    viewtopic.php?f=20&t=353&start=40#p10646

    Edit: Including the "magenta" version Geekmaster mentions below for reference.
  • "tmek" wrote:
    Hi Geekmaster, I think there is some more discussion and discovery to be had on this topic. We can continue in the other thread. I'll update this one with whatever we come up with there.

    For others interested in this topic I've included some more experimentation and an updated image there.

    viewtopic.php?f=20&t=353&start=40#p10646

    I posted a reply there too. Basically, before posting again, I connected my Rift DK and viewed this image, only to discover that gluing my foam back on has significantly reduced my FoV. However, even with foam, I can see the magenta areas in my peripheral vision (but not when I look directly at them). Without foam, I can see all the way to the edges of the screen (and a little of the surrounding bezel too), but then I need to adjust my "coin-slot" adjustments to keep "eyeball juice" off the lenses). I may end up replacing some or all of the foam with thinner "weatherstripping" foam. I still need think foam BETWEEN my eyebrows, to keep my view perpendicular to the display surface, so I will need variable-thickness foam before I get it just right for MY face shape and eyeball inset. We are all different, so MY foam arrangement may not be what you need for YOUR Rift DK.

    Yes, I can see the magenta in my peripheral FoV, and that is important to me. And eventually, I will see ALL of the magenta areas again (like when I had no foam attached to my Rift DK facemask). And when I do, I want to see live pixels there, and not just black pixels like Valve seems to favor for that peripheral FoV area.

    This thread has served to notify me that more lens/foam experiments are required for me to achieve optimum customization.
    :D

    EDIT: With the original foam installed, I can see some magenta when looking away from it, but if those were black pixels I would probably not notice. However, there are reports of people how CAN see all the way to the edges with the foam. So I think that it is pretty reasonable to replace the magenta areas in the newer images with black (but all of the very-darkened pixels certainly must be rendered, because I see (most of) them even with my foam when looking directly at them).

    EDIT2: The "magenta pixels" are still in the photo in the other thread, but here in this thread they have been changed to black. So when I mention "magenta", see the post in that other thread:
    viewtopic.php?f=20&t=353&p=10669#p10646