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motorsep's avatar
motorsep
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10 years ago

[Gear VR] IPD settings in UE4 ?

I read every now and then that some folks think IPD is off in Gunjack and in some UE4 test apps they build for Gear VR.

Is there any way to adjust that in UE4 in runtime? (probably have an option for IPD in the menu)

Maybe Epic somehow has IPD off a tad for Gear VR which causes discomfort ?

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  • "vrdaveb" wrote:
    Please see https://wiki.unrealengine.com/Oculus_Rift. IPD and head model are set to averaged default values that are good enough for most people, but may be slightly off for outliers. You can adjust them as described in the documentation.


    That seems to be covering Rift. To my knowledge Rift has non-circular lenses and thus IPD for it can be set in software.

    Gear VR, which I was asking about, has circular lenses, so IPD is pretty much fixed. So looking at the .ini file:

    [Oculus.Settings]
    ; In meters, not Unreal Units (cm)
    ; Recommended for true first person viewpoint
    ; since you are simulating the head.
    ;HeadModel_v2=(X=0.0,Y=0,Z=0.0)
    ; Default values
    HeadModel_v2=(X=0.12,Y=0,Z=0.17)

    bChromaAbCorrectionEnabled=true
    bMagEnabled=true
    bDevSettingsEnabled=false
    bMotionPredictionEnabled=true
    bTiltCorrectionEnabled=true
    AccelGain=0.0
    MotionPrediction=0.04

    bOverrideIPD=false
    IPD=0.064

    bOverrideStereo=false
    ProjectionCenterOffset=0.0
    LensCenterOffset=0.0
    FOV=90.0

    bOverrideVSync=false
    bVSync=true

    bOverrideScreenPercentage=false
    ; Value is out of range [30..300]
    ScreenPercentage=100.0

    bAllowFinishCurrentFrame=false
    PositionScaleFactor=1.0
    ; Defaults to true if DLL built with OVR_VISION_ENABLED defined.
    ; Positional tracking for DK2 onwards perhaps?
    bHmdPosTracking=false
    bLowPersistenceMode=false

    ; Defaults to true.
    ; If enabled, viewpoint rotation is updated during the render thread.
    ; Depending on how you control a players view rotation, you may need to disable this.
    bUpdateOnRT=true


    I assume the following parameters should be tweaked for Gear VR:

    MotionPrediction=0.04
    bOverrideIPD=false
    IPD=0.064
    FOV=90.0
    bLowPersistenceMode=false


    Would that be a correct assumption ? Could you please provide proper values for Gear VR IE2 and Gear VR CV1 ? (docs for Gear VR don't even mention that .ini file and settings).

    Maybe I don't even need to mess with these for Gear VR (depending on your evaluation of the test project I linked you) :/
  • Hi, Got a set of Samsung Gear VR consumer edition a couple of days ago but I have the same problem with my IPD.  Think mine is about 73mm.  I took the unit apart last night and think I can adjust the distance between the lenses easily enough with a bit of cutting and gluing (Only concern is the cable that runs to the proximity sensor, not sure where exactly that runs, it's behind the black tape and think it runs close to the lens between the lens and the noise mold but not sure. Don't want to cut that.).  However I'm not sure this is wise as the screen settings will still be off.  Did you get anywhere with adjusting the file above.  I attempted to look for this file on my phone but couldn't find it.  Is the file on the phone or is this a file that needs adjusted before you load the application to the phone.

    I'm not confidant that even adjusting the IPD will sort the issue as I have a cheap version of google cardboard with adjustable IPD.  Even with the IPD way off on it, the screen still doesn't give the same distortion as the Gear headset.  I want to use the Gear VR, as it's comfortable on the head, far better motion control and the experience Oculus adds to the unit makes it much better to use, apart from the IPD issue.  By the way, the issue i'm having is that the text is shadowed,  if I close one eye and turn the head set slightly I can see some parts of the text clearly.  I've tried adjusting the wheel and yes it makes a difference but still not rite.  

    Any help would be great please.


    P.S. You didn't need to take the unit apart to take the lens out.  I only figured this after it was apart.