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timsk
11 years agoHonored Guest
Incorrect Field of View
Not sure whether to post this here or in the Unity forums, thought I'd try here first.
I'm using Unity native integration + Oculus Utilities (minus the camera rig, I have my own modified version).
I've noticed the FoV is very wrong, it's far too small. This is making everything feel really close-up and is quite disorienting.
I've tried changing the FoV of the camera, but it seems to be being overriden. printing Camera.main.fieldOfView will display "110" if I set it to 110. But the FoV itself hasn't changed at all.
Unity's documentation says this: "View and projection matrices are adjusted to account for field of view and head tracking."
It seems their FoV is wrong, and they don't seem to have given a way to set it.
I'm hoping this is possible by doing [DllImport("OVRPlugin")] but I don't know the contents, so I don't know what to call.
Hope someone can help!
By the way, you can easily test this. Create a sphere, invert the normals / UV's, put a panoramic 360 picture on it and view it on the device. Then view the same image on the Oculus viewer and you will notice it looks exactly the same, except further away (and hence, much nicer).
It's also noticeable with things like the spinner for OVRPlatformMenu.cs.
I'm using Unity native integration + Oculus Utilities (minus the camera rig, I have my own modified version).
I've noticed the FoV is very wrong, it's far too small. This is making everything feel really close-up and is quite disorienting.
I've tried changing the FoV of the camera, but it seems to be being overriden. printing Camera.main.fieldOfView will display "110" if I set it to 110. But the FoV itself hasn't changed at all.
Unity's documentation says this: "View and projection matrices are adjusted to account for field of view and head tracking."
It seems their FoV is wrong, and they don't seem to have given a way to set it.
I'm hoping this is possible by doing [DllImport("OVRPlugin")] but I don't know the contents, so I don't know what to call.
Hope someone can help!
By the way, you can easily test this. Create a sphere, invert the normals / UV's, put a panoramic 360 picture on it and view it on the device. Then view the same image on the Oculus viewer and you will notice it looks exactly the same, except further away (and hence, much nicer).
It's also noticeable with things like the spinner for OVRPlatformMenu.cs.
6 Replies
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- cyberealityGrand ChampionDoes it look right if you use the OVRCameraRig without modification?
- timskHonored GuestNope, exactly the same issue.
- timskHonored GuestAny advice?
This is basically the last bug for my project... - weasel47Heroic Explorer
"timsk" wrote:
Any advice?
This is basically the last bug for my project...
Are you sure this is a problem with the FOV and not a problem with the scale of objects in relation to the camera? If you make a scene with just a camera and a sphere without changing the material, is the sphere the size you would expect? By default, I believe 1 Unity unit will appear to be about 1 meter...
Edit: I mean put the camera outside of the sphere in this instance... - cyberealityGrand ChampionYou shouldn't have to set the FOV manually (and, actually, I'm not sure you can).
Can you explain to me why you think the FOV is wrong? Was there a time when it looked "normal"?
Can you provide a screenshot? - timskHonored GuestIt's very easy to see the discrepancy. If you create a 360 image in Unity (mapped to a sphere etc...) and compare the same image in the oculus viewer. It looks very "blown up" and far too close.
I've checked the source code for the 360 view. It does the same thing, just maps the image to a sphere.
It's really quite obvious in any scene really. I have 3D scenes created in Maya that look bizarre once on the gear. Everything feels too close and blown up.
And I totally agree. I shouldn't have to set the FoV manually.
I'm just on my way to the office. Will upload screenshots in a bit.
Edit: I tried to take some screenshots by loading the apps in developer mode but... they look identical. Bizarre!
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