Forum Discussion
DavidUrwin
11 years agoHonored Guest
Split Screen
Hi there,
I've been able to get my Oculus to split across 2 screens, having the headset view, plus a different camera shown on the computer's monitor.
My issue is that to do that I've had to switch off the OVRManager script. This means that my new Oculus eye cameras don't have Chromatic Aberration settings, lens distortion or a DepthMask.
At the moment I'm managing to fudge it using Fisheye shaders and Vignetting, but it would be much better if I could use the Oculus standard settings for these... but I can't find them, and If I turn the OVRManager back on then I'm back to only one screen,
Thanks for any help or thoughts
I've been able to get my Oculus to split across 2 screens, having the headset view, plus a different camera shown on the computer's monitor.
My issue is that to do that I've had to switch off the OVRManager script. This means that my new Oculus eye cameras don't have Chromatic Aberration settings, lens distortion or a DepthMask.
At the moment I'm managing to fudge it using Fisheye shaders and Vignetting, but it would be much better if I could use the Oculus standard settings for these... but I can't find them, and If I turn the OVRManager back on then I'm back to only one screen,
Thanks for any help or thoughts
5 Replies
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- cyberealityGrand ChampionI'm not sure I understand what you're trying to accomplish.
Can you try explaining a little more clear what you're trying to do? - DavidUrwinHonored GuestHi,
Thanks for your response.
I'm trying to get the Oculus to show one thing in VR, and the computer monitor to show another camera angle.
I have achieved this by switching off OVRManager in Unity, and making 3 cameras that render side by side stretched across the full 3480x1080 resolution of the Oculus and monitor combined.
The problem I'm having is that because I turned off OVRManager, I no longer have all of the lens effects associated with the Oculus attached to the cameras (Fisheye, Chromatic Aberration correction, Depth Masks etc)
I was wondering if there was any way to attach those settings to a custom made camera, or do I need to approximate them in Unity's image effects?
Thanks, - cyberealityGrand ChampionI think the best way to do this now is to use multiple computers and networking.
- DavidUrwinHonored GuestThanks for your response.
I've actually managed to find this elsewhere:
http://www.reddit.com/r/oculus/comments ... ay_mirror/
In Unity 5, this works perfectly with Render Textures and the DirectToRift build as all pro features are free.
Thanks - sabotaiHonored GuestYou are a life-saver David.
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