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Becoming's avatar
Becoming
Honored Guest
13 years ago

Multiple layered cameras for large viewing distances...

For our game WSF (a realistic wingsuit simulation) we need a very close near clip and very far far clip planes. For the non VR version we solved this by having three cameras layered on top of each other:

Near Cam - Nearclip/Farclip: 0,01/2,20 - Depth: 0 - Clear Flags: Depth only
Mid Cam - Nearclip/Farclip: 2,00/5010 - Depth: -1 - Clear Flags: Depth only
Far Cam - Nearclip/Farclip: 5000/25000 - Depth: -2 - Clear Flags: Skybox
(little overlap is necessary to cover ptential gaps)

In our VR version we want to do the same but it is a bit tricky. I was thinking i could just parent the Mid and Far Cam to the Near Cam and apply the lens correction only to the cam rendered on top... From what i see, OVR used render to texture for the lenscorrection so this approach is not working. So far so good, then i was thinking i just apply the LC to all cameras but this is still not working. When looking through the Rift i see everything doubled. I assume the LC need the cameracontroller and the Cameracontroller can only handle 2 cameras.

So my workaround now is to have 2 complete OVR camera controllers layered on top of each other(very similiar to the solution above) and it works but of corse it is not an ideal solution. The tracking has to be done twice and when i move my head quickly i can see the edge of the first OVR camera controller moving at different speed than the second.

I'm no coder but an artist, so sorry if this is a stupid way to do it... however, if someone here has messed with such a muticam setup and can put me on the right track i can get the help of a programmer. It would help a lot if i can point him into the right direction. Help is much appreciated!! So..., is there a better way to do a layered multicam setup than just using multiple camera controllers?

Thanks,
Peter

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