Forum Discussion
BaronBoese
7 years agoExplorer
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 vi...
BaronBoese
7 years agoExplorer
Oh, sorry i didn't notice i already got an answer.
I don't own a rift. ^^ (sad story, but even though working full time i can't financially justify buying one just now)
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.
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.
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