Forum Discussion
MShekow
11 years agoHonored Guest
Monoscopic setting in OVRManager
Hi,
I was wondering why there's a setting "monoscopic" in v0.4.3.1 that is simply a boolean sitting there in OVRManager (used 0 times in other places in the code, therefore being useless)? Also, you have documented that setting in the Rift Unity integration guide with a dubios statement that it is not supported on all platforms (but it doesn't name supporting platforms - as of now, it is not actually working on any platform).
Just wondering :). Is the actual implementation going to be added in the future? As of now, the only way to get monoscopic rendering (from my understanding) is to hack IPD to be set to 0.
Cheers!
I was wondering why there's a setting "monoscopic" in v0.4.3.1 that is simply a boolean sitting there in OVRManager (used 0 times in other places in the code, therefore being useless)? Also, you have documented that setting in the Rift Unity integration guide with a dubios statement that it is not supported on all platforms (but it doesn't name supporting platforms - as of now, it is not actually working on any platform).
Just wondering :). Is the actual implementation going to be added in the future? As of now, the only way to get monoscopic rendering (from my understanding) is to hack IPD to be set to 0.
Cheers!
8 Replies
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- cyberealityGrand ChampionSorry, that button doesn't work right now.
I think we will be supporting it in the future. - MShekowHonored GuestOK, thanks.
I've found out that I'm unable to get monoscopic rendering by setting the IPD to 0, but that's probably because I'm not setting it to 0 in the right place.
What is the right place to set it to 0? Please note that e.g.capiHmd.SetFloat(Hmd.OVR_KEY_IPD, 0f);
in OVRManager.cs:Start() does not have any effect. - PatHightreeHonored GuestWhat's the intended effect of this bool?
Does it set the IPD to 0 or does it display a 1-camera, no fisheye view?
I'd prefer the latter as it allows me to use the same exe for users with and without Rift.
Right now I have this implemented with an added center camera but it would be cleaner to have a bool instead. - MShekowHonored GuestI'd prefer the intended effect to be side-by-side images with equal viewpoint. You need this to combine 2d sphere-domes (360 degree panorama image) with 3d content (your eyes/brain will faint if the 3d geometry is rendered with 3d effect, while the background remains 2d due to being just an image).
That's not to say that I think your desired effect isn't something people need, too. I too am using a separate camera to achieve that effect. - MShekowHonored GuestSo, is there a way to set IPD to 0, or is it planned to have that in a future version of the integration?
- cyberealityGrand ChampionI think we intended to have this functionality, it just doesn't work for whatever reason.
- thierrypulExplorer
"MShekow" wrote:
So, is there a way to set IPD to 0, or is it planned to have that in a future version of the integration?
Hi MShekow,
Have you figured out a way to set IPD to 0?
I'm building a 360 3D video player for the Gear VR (using Oculus Mobile SDK), which uses two overlapping video domes. However, for correct viewing we need both left and right eye cameras to have the same viewpoint (dead centre of the sphere).
I've tried setting float ipd = 0.0f; in OVRManager, but no luck. Probably setting it at the wrong place. The "Monoscopic" setting seems to render just one of the domes.
Anybody able to offer any assistance? - PatHightreeHonored GuestAs a workaround, you could position the spheres at the left and right eye's world position every frame.
Timing will be important, so I suggest doing it in OnPreRender().
I'm working on a VR video player also and am looking into which middleware is best for the job.
I've found that at least there's no one tool that works cross-platform.
So far I found these: AVPro for PC, Unity_iOS_MOVIE_TEXTURE for iOS and Easy Movie Texture for Android.
What platform(s) are you targeting ?
Any suggestions ?
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