Forum Discussion
sh0v0r
11 years agoProtege
OVRSubCamera Problems
SDK Version 0.4.2 Windows 8.1 AMD R920X CPU i7-4770k RAM 8GB I've been trying in vain to get a release of Lunar Flight out and smashing my head against a wall trying to get a set of Depth Order...
vrdaveb
11 years agoOculus Staff
"sh0v0r" wrote:
I cannot use Image Effects, a known issue.
This is on Unity's radar. We will let you know as soon as they fix it.
"sh0v0r" wrote:
I can't fade the screen between transitions since the latest SDK broke Unity GUI which I was using for Screen fades.
We are looking into this. As a workaround, you could try rendering to (or re-creating) OVRMainMenu's GUIRenderTexture, which gets rendered on a full-screen quad instead of going through the usual GUI compositing process. See OVRVisionGuide.OnGUIVisionGuide() for an example.
"basedeltazero" wrote:
If you guys made a prefab and checked it works with each new SDK it would save us a lot of mucking around.
We have a test case for this. It uses one OVRCameraController, a pair of OVRCameras for the near cameras, and a pair of OVRSubCameras for the far pair. The only issues I see with it are with image effects (described above) and a 1-frame delay on the far cameras due to timewarp timing. There should be a fix for that soon.
"sh0v0r" wrote:
It looks mostly fine, scale is correct, depth perception is correct, however I can sense some sort of eye strain
That doesn't sound good. How did you set up the OVRSubCameras? Do the near and far cameras stay aligned when you move your head?
"sh0v0r" wrote:
Speaking of DX11 for some reason this build looked very dull like someone turned the brightness down.
There seems to be a regression in our x64 build causing this. Does x86 work better for you?
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