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 Ordered cameras so I can have a near and far setup for the Cockpit.
Lots of people have offered suggestions and different methods or changes to the script 'vrdaveb' provided.
So after much stuffing around I finally get it partially working in the Editor but there are problems.
I cannot use Image Effects, a known issue.
This means I can't use colour correction to fix the Black Smears
I can't fade the screen between transitions since the latest SDK broke Unity GUI which I was using for Screen fades.
I can't have the nice Sun Shafts in the cockpit which add greatly to the atmosphere.
It looks mostly fine, scale is correct, depth perception is correct, however I can sense some sort of eye strain, I'm wondering if this the 'cross-eyed' focus some people have mentioned in another thread, my eyes can't relax. I have other single camera controllers in the game and they do not produce eyestrain. The only real difference is that the OVRController in the cockpit is scaled down to 0.25 and it is using the SubCamera setup.
Finally a Standalone Build just displays a Blank Screen after switching to the Cockpit from the Front end attract screen. This is very odd behavior since it works fine in the Editor. I tried a DX11 build as well and got the same result. Speaking of DX11 for some reason this build looked very dull like someone turned the brightness down.
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 Ordered cameras so I can have a near and far setup for the Cockpit.
Lots of people have offered suggestions and different methods or changes to the script 'vrdaveb' provided.
So after much stuffing around I finally get it partially working in the Editor but there are problems.
I cannot use Image Effects, a known issue.
This means I can't use colour correction to fix the Black Smears
I can't fade the screen between transitions since the latest SDK broke Unity GUI which I was using for Screen fades.
I can't have the nice Sun Shafts in the cockpit which add greatly to the atmosphere.
It looks mostly fine, scale is correct, depth perception is correct, however I can sense some sort of eye strain, I'm wondering if this the 'cross-eyed' focus some people have mentioned in another thread, my eyes can't relax. I have other single camera controllers in the game and they do not produce eyestrain. The only real difference is that the OVRController in the cockpit is scaled down to 0.25 and it is using the SubCamera setup.
Finally a Standalone Build just displays a Blank Screen after switching to the Cockpit from the Front end attract screen. This is very odd behavior since it works fine in the Editor. I tried a DX11 build as well and got the same result. Speaking of DX11 for some reason this build looked very dull like someone turned the brightness down.
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- mzandvlietHonored Guest
"vrdaveb" wrote:
"sh0v0r" wrote:
"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?
I have the same issue on my development system on x86 builds using DX11.
-------------------------------------
If anyone is interested, I have now made my fork of the Oculus SDK public on Github. You need the ramjet-oculus branch.
It's currently based on 0.4.2. Right now the changes are minor, but the OVRCameraController now has built-in support for multiple layerd cameras.
The inspector has an array of cameras for each eye, and you can add an arbitrary amount of them. Rendering depths are sorted automatically on game start. All cameras belonging to a single eye render to a single render texture in top-to-bottom order.
So far I still have some issues using image effects in this demo project, but not in my Volo Airsport project.
However I have successfully tested a near/far camera setup. Because I started digging into the SDK itself, I could make sure all transform updates and render timings happen exactly in the order they are supposed to.
You can also hook onto an OnTransformUpdate event from the first-rendered OVRCamera if you want to update transforms of your GUI objects just-in-time. In Volo Airsport, we now have a chain of these events to make sure there is no frame delay in transform updates in or around the camera systems.
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