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Anonymous's avatar
Anonymous
12 years ago

Multiple OVRCameraController not working

We are using mutliple OVRControllers for rendering near and far geometry separately (because of several reasons, main one is floating point precision that causes flicker and jitter).

I wasn't able to get this working in 0.4.0. Multiple controllers seem to cause "double transformation" -> you are able to look outside of your own field of vision:




I have uploaded the simple demo scene here:
https://www.dropbox.com/s/q92j3714bfkjxyq/sdk04test.zip

It consists of an OVRPlayerController with two camera controllers. Each camera pair renders either far or near geometry (the cubes).


This has been tested on a DK1, with Windows 8.1 and Unity 4.5.0f6 in DX9 mode.

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  • "skyworxx" wrote:
    We are using mutliple OVRControllers for rendering near and far geometry separately (because of several reasons, main one is floating point precision that causes flicker and jitter).

    I wasn't able to get this working in 0.4.0. Multiple controllers seem to cause "double transformation" -> you are able to look outside of your own field of vision:


    I have uploaded the simple demo scene here:
    https://www.dropbox.com/s/q92j3714bfkjxyq/sdk04test.zip

    It consists of an OVRPlayerController with two camera controllers. Each camera pair renders either far or near geometry (the cubes).

    This has been tested on a DK1, with Windows 8.1 and Unity 4.5.0f6 in DX9 mode.


    It's dissapointing to see this still not working in Differered Rendering mode,check this thread: viewtopic.php?f=37&t=3667

    [edit]

    I just tested the project I mentioned in the above thread and it still produces duplicates in the Left Eye Near Layer.

    Here's the project: https://www.dropbox.com/s/hp5nxoboh50rqgd/LayeredCameraBug.zip
  • I had some issues with .32 on this too. I ended up removing the OVRCameraController and telling the secondary cameras to follow the rotation of the main OVR right camera. This got me past the bug.
  • "RaveTZ" wrote:
    I had some issues with .32 on this too. I ended up removing the OVRCameraController and telling the secondary cameras to follow the rotation of the main OVR right camera. This got me past the bug.


    Thanks man!

    Here's a Tip thread with the solution: viewtopic.php?f=37&t=10935