Forum Discussion
Curtis
11 years agoExplorer
My eyes can't focus with 4.1
So this is a weird one. With the new sdk, my eyes can't focus on anything, it is REALLY uncomfortable. My eyes can't "relax" they are constantly adjusting themselves... I feel like I am not explaining myself super clearly, but it is a hard thing to articulate.
I went back and forth a couple of times with 4.0 just to make sure I wasn't crazy, and yeah. Whatever is going on with 4.1 is unusable for me :(
Anyone else having this problem, or have a solution?
edit: I am using DK1
I went back and forth a couple of times with 4.0 just to make sure I wasn't crazy, and yeah. Whatever is going on with 4.1 is unusable for me :(
Anyone else having this problem, or have a solution?
edit: I am using DK1
16 Replies
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- ProtonHonored GuestIf you hold down shift when launching Tuscany.exe, can you verify that it is set to 1280x800 resolution, maybe it is set to one with a strange aspect ratio.
- moltonExplorerIt seems to me that the 0.4.1 has some kind of feature that switches between Dk1 and Dk2 output and sometimes when using a Dk1 it displays a Dk2 output and that's what causes the double images. the dk1 left and right eye images are smushed together at the middle, the dk2 ones fill the screen better and are more seperated. not sure, but I think this is it.
- CurtisExplorer
"molton" wrote:
It seems to me that the 0.4.1 has some kind of feature that switches between Dk1 and Dk2 output and sometimes when using a Dk1 it displays a Dk2 output and that's what causes the double images. the dk1 left and right eye images are smushed together at the middle, the dk2 ones fill the screen better and are more seperated. not sure, but I think this is it.
That sounds about right. Just got my DK2 and it works just fine (well, as far as this goes :) ) - vrdavebOculus Staff
"LaeusVR" wrote:
I replaced the OVRSubCamera components I had that vrdaveb had posted in another thread with OVRCamera and OVRCameraController setups for my multi-layered cameras.
Multiple OVRCameraControllers still aren't guaranteed to work together. Were your OVRSubCameras rendering before or after your OVRCameras?"drash" wrote:
Wonder if this is related to the Unity integration going back to symmetric frusta
We switched the frusta and the distortion meshes, so in 0.4.1, content should be projecting onto the screen the same way as it did in 0.4.0."Curtis" wrote:
I am using B cups pushed all the way in
Have you set up your IPD, height, and eye relief in the Oculus Configuration Utility? That has a big effect on the projection and eye meshes."molton" wrote:
the dk1 left and right eye images are smushed together at the middle, the dk2 ones fill the screen better and are more seperated.
Are you seeing the images"smushed together" in 0.4.0 but not 0.4.1? Do you have multiple HMDs plugged into your computer? - moltonExplorer
"vrdaveb" wrote:
I only had one DK1 plugged in at the time. I'm only talking about 0.41 really, I didn't test 0.4 too much because my program had some serious problems with it. When I had the DK1 hooked up sometimes builds on my game had the images smushed together, but sometimes they weren't. I'm pretty sure certain builds would work one way, then the other but I'm not 100% sure of that. I don't remeber having that problem in 0.4 when I did test it. I had that DK1 compatibility mode enabled
Are you seeing the images"smushed together" in 0.4.0 but not 0.4.1? Do you have multiple HMDs plugged into your computer? - mbernatchezHonored GuestI don't know if it is related, but I've found that the calibration process inside the utility seems to overestimate the IPD. In my case, it had estimated it to 68.4 mm. I had to manually lower it to about 62 mm to get comfortable. The odd thing is that it looks like my physical value should be about 67mm. It is like of the optics bias the real parallax somehow. It may be also variable depending on each user. In my case, I wear glasses so my eyes are farther away from the optics.
We definitely need a manual way to adjust IPD from within any Oculus enabled application. The final retail model should have a button on the top left of the HMD to allow a config hud menu to show inside the HMD and let user tune things such as screen brightness and IPD values using keyboard. This would be part of the Oculus main drivers, such that any application would be affected by changes made through this, effectively bypassing even software IPD values.
Regards.
EDIT: The IPD adjustment menu should display some sort of a grid with lines at infinite, such that it is easy to calibrate for the max comfortable IPD. The extreme left / right lines currently used do not seem to be sufficient to estimate all parameters correctly.
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