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Chaoss
12 years agoExpert Protege
Is it me or does 0.3.2 just feel 'off' (FOV related)
I'm sure it's not just me, the fixes in 0.3.2 are much improved and there is no more stretching but the field of view feels a little bit off, it feels a tiny bit zoomed in to me. Not enough to ruin a game using this version of the SDK but definitely enough for it to feel off and the scale to feel slightly off
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- drashHeroic ExplorerI think I read that a big factor in your FOV is your profile's eye relief setting. It might be worth double checking that you correctly dialed that in in the OculusConfigUtil?
- cyberealityGrand ChampionYes, verify that you have create a new profile with the latest ConfigUtil and especially have went through the IPD/eye relief calibration. If these values are wrong if will negatively effect the distortion and FOV.
- ChaossExpert Protege
"cybereality" wrote:
Yes, verify that you have create a new profile with the latest ConfigUtil and especially have went through the IPD/eye relief calibration. If these values are wrong if will negatively effect the distortion and FOV.
This is one thing I first thought was an issue, I tried all the way out, each setting and then all the way in (while keeping the Rift at my usual setting) but that didn't seem to help the issue any. Is it because this SDK is designed on/for DK2 and DK2 has less field of view than DK1 prehaps? By field of view I also meant that the view feels 'too zoomed in' - brantlewAdventurerHere's a test for FOV that you can do. Find a nice straight tall vertical line in the real world. A pole, a wall corner - something like that. Now back up so that you are a good 10 meters or so from it. Now do the same in the virtual world. Find a tall tree or the corner of a wall or something in your Rift and also back up a good distance from it. Now line up the real line and the virtual line. You can either flip the headset up and down to check or (even better) look through the nose hole in the Rift so that you can simultaneously see the real and virtual line. Once they are aligned rotate your head back and forth. Not necessarily all the way to the edge of vision but something like a 45 - 60 degrees angle. If the lines stay in sync with each other then your FOV in the Rift matches the real world. (This is complicated a bit by drift issues. You will have to do this several times to make sure to account for drift as you move your head.) They should match fairly closely. This is a property of the distortion function which is different for DK1 and DK2.
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