Forum Discussion
Fangh
12 years agoExplorer
Integrate Calibration ?
Hello everyone, I am making a professional oculus game.
I want to present it on a con so I need to calibrate the oculus for each people who will want to play my game.
That's why I wanted to integrate the calibration tool into my game, with some scenario trick. ;)
Thank you !
I want to present it on a con so I need to calibrate the oculus for each people who will want to play my game.
That's why I wanted to integrate the calibration tool into my game, with some scenario trick. ;)
- 1) Can I do that ?
- 2) Do I must use the calibration tool ?
- 3) If I can do that, what calcul, or package I need to do it ?
Thank you !
10 Replies
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- Felix12gHonored GuestI'd assumed we had to roll our own if we didn't want to use the utility, but I've never really looked into it. I'd be interested in hearing if they've got something myself.
- MarbasHonored GuestIMO integrating the calibration process in the game or application itself is a much better approach for a user friendly experience. Otherwise having a options utility integrated in the windows control panel for tweaking the RIft's configuration for all games/demos/applications would be the best approach.
- owenwpExpert ProtegeI would avoid doing it yourself. The worst possible user experience is one where you have to calibrate separately for every game (and likely have it be a little off from one game to another). Being able to do it once and forget about it is ideal.
What may be worth doing, however, is making it so your game can switch calibration profiles. The SDK provides an API for this. - FanghExplorerThe first problem, is that I want to present the game on a convention. So many people will test the game, I cannot launch the external utility for each person ? :cry:
- cyberealityGrand ChampionIn the latest SDK (0.2.5) we have removed the manual calibration process. Users are expected to calibrate only once (with the Config Tool) and then all games will use that same calibration data. This method will be easier for users since they won't have to calibrate for every Oculus game they try.
- boone188Honored Guest
"Fangh" wrote:
The first problem, is that I want to present the game on a convention. So many people will test the game, I cannot launch the external utility for each person ? :cry:
Generally, when demonstrating the Rift to a large crowd, it is best to just use the average IPD of ~64mm. This will give most people a really good experience. You would certainly want to calibrate for yaw correction though. - FanghExplorerThank you to all your answers ! ;)
Then, I think I will use a 64mm IPD, but do you advice me to calibrate the accelerometer for each person with the utility :?: - boone188Honored Guest
"Fangh" wrote:
Thank you to all your answers ! ;)
Then, I think I will use a 64mm IPD, but do you advice me to calibrate the accelerometer for each person with the utility :?:
No you only need to calibrate the accelerometer once. You only need to recalibrate if you move the Rift to a new location. - sh0v0rProtege
"Marbas" wrote:
IMO integrating the calibration process in the game or application itself is a much better approach for a user friendly experience. Otherwise having a options utility integrated in the windows control panel for tweaking the RIft's configuration for all games/demos/applications would be the best approach.
Eventually when the consumer kit is released it is expected that it will come with a Client application for launching applications and configuring the device. It will be part of the standard experience and users will likely be notified during the setup process to do it.
I spent some time adding a custom calibration system in Lunar Flight but am planning to remove it and integrate 0.2.5. - AnonymousHey. I'm a beginner. I do in Unity 5 game on the Oculus. Help me - both in the game to make the camera calibration? Thank you.
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