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Gerald
11 years agoExpert Protege
Far Clipping Plane does not work near the edge of vision
Hi - I never encountered the problem before, but with my current setup it becomes visible and really annoying.
The far clipping plane is set to 1000 and that works well, but at the corners of the eye the clipping plane does not work. That means I see objects in my eye corner and when I look at them they vanish even though my distance to the objects has not changed.
I am still on the 2.5 SDK, so if this is solved in newer editions let me know and I'll upgrade.
Any help to solve this would be really appreciated!
The far clipping plane is set to 1000 and that works well, but at the corners of the eye the clipping plane does not work. That means I see objects in my eye corner and when I look at them they vanish even though my distance to the objects has not changed.
I am still on the 2.5 SDK, so if this is solved in newer editions let me know and I'll upgrade.
Any help to solve this would be really appreciated!
3 Replies
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- ChaossExpert Protege
"Gerald" wrote:
Hi - I never encountered the problem before, but with my current setup it becomes visible and really annoying.
The far clipping plane is set to 1000 and that works well, but at the corners of the eye the clipping plane does not work. That means I see objects in my eye corner and when I look at them they vanish even though my distance to the objects has not changed.
I am still on the 2.5 SDK, so if this is solved in newer editions let me know and I'll upgrade.
Any help to solve this would be really appreciated!
That is because the clipping plain is a flat surface, so near the edges of your view you'll see 'more' of the world. I don't think who ever thought up clipping plains planned for wide field of view displays - vrdavebOculus StaffYou can reduce the far clipping plane in OVRCameraController. It will automatically apply to both of the eye cameras. You might want to set it to 100-500.
- GeraldExpert Protegeactually I like being able to see further (especially since I am working with rather large objects to keep Unitys physics engine happy) - so there is no solution for this ... too bad, but thanks for the info guys!
I guess that means I have to rethink some things in my design ... :x
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