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BaronBoese's avatar
BaronBoese
Explorer
7 years ago

OVRCameraRig nested Camera for bigger draw distance

Hi, i am sort of lost right now on my OculusGO and playing around is cumbersome since i don't have a rift yet. (i assume having a rift it is easier to test and progress)
I am trying to increase my view distance by adding long distance cameras to my left and right eye. I attached the cameras as child to the Left and Right EyeAnchor and set them up for a higher view distance. In a script i setup the new cameras rect, fieldOfView, stereoConvergence and stereoSeparation properties so that they match the original camera components.

The resulting behavior is weird. When i turn my head 180 degree from left to right, the far distance cameras do a 360° turn and the original cameras only do a 90° turn. 

I know this is doesn't make sense. At least its not making sense to me, i assume there is something like "Oculus SDK directly setting camera matrices without using the transform detour" going on but i still feel that what i am trying to do should be possible.

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  • Oh, sorry i didn't notice i already got an answer.
    From the above docs:

    Previewing Mobile apps in Rift

    You
    may find it useful to preview mobile applications using the Oculus Rift
    during development, but use caution when doing so. The rendering path
    for Android applications differs substantially from the rendering path
    used for Rift application previews and builds, and you may notice
    important differences in the look-and-feel and performance.



    I don't own a rift. ^^ (sad story, but even though working full time i can't financially justify buying one just now)
    I know this is doesn't make sense. At least its not making sense to me, i
    assume there is something like "Oculus SDK directly setting camera
    matrices without using the transform detour" going on but i still feel that what i am trying to do should be possible.

    What is your use case for needing to implement this type of behavior?



    Oh, i don't wish for this behavior, this was just a desperate attempt to understand what i was seeing. 

    What i actually wanted is to have a higher view distance. Usually you achieve this by stacking cameras with different sets of near and far clipping planes. 

    The solution i found was not to make one camera child of another but to have 2 OVRCameraRigs as child of the same empty game object. Each of them having different clipping distances. I just hope this is the optimal solution.