Catering for the Malformed
Ok, maybe 'malformed' is a strong word, but anyway:
As I just mentioned in another thread, my eyes are not at precisely the same height - ie, the pupils are not perfectly vertically aligned when my head 'feels' vertical.
When I put on the DK1, the headset naturally sat such that my pupils were pretty well lined up with the pixel rows. But this meant that when I held my head upright, the screen door effect was at a slight but distracting angle. I found myself unconsciously tilting my head to line up the columns of pixels with vertical walls; I would keep noticing this and straightening up, only to be irritated anew by the slight angle of the screen door.
Eventually I 'fixed' the problem by twisting the headset slightly on my face, so that it was perfectly horizontal when my head felt vertical. This fixed the misalignment of the screen door with in-game vertical, but A) it was a little uncomfortable, and B) I was a little concerned about long-term eye-strain, because my eyes needed to compensate for the fact that one or both of them was being shown an image that was both rendered from an incorrect position AND vertically offset.
My question is: would it be remotely feasible to include a few degrees of twist adjustment in the headset, so that one can have it sit comfortably AND line pixels up with gravitational vertical, and expose values in the SDK to make it possible to calibrate a) the vertical offset of each eye in the 3D world and b) the vertical offset of each half of the on-screen image in pixels?
In case you're struggling to visualise what I mean, I'll try and put together a diagram when I get home tonight.
As I just mentioned in another thread, my eyes are not at precisely the same height - ie, the pupils are not perfectly vertically aligned when my head 'feels' vertical.
When I put on the DK1, the headset naturally sat such that my pupils were pretty well lined up with the pixel rows. But this meant that when I held my head upright, the screen door effect was at a slight but distracting angle. I found myself unconsciously tilting my head to line up the columns of pixels with vertical walls; I would keep noticing this and straightening up, only to be irritated anew by the slight angle of the screen door.
Eventually I 'fixed' the problem by twisting the headset slightly on my face, so that it was perfectly horizontal when my head felt vertical. This fixed the misalignment of the screen door with in-game vertical, but A) it was a little uncomfortable, and B) I was a little concerned about long-term eye-strain, because my eyes needed to compensate for the fact that one or both of them was being shown an image that was both rendered from an incorrect position AND vertically offset.
My question is: would it be remotely feasible to include a few degrees of twist adjustment in the headset, so that one can have it sit comfortably AND line pixels up with gravitational vertical, and expose values in the SDK to make it possible to calibrate a) the vertical offset of each eye in the 3D world and b) the vertical offset of each half of the on-screen image in pixels?
In case you're struggling to visualise what I mean, I'll try and put together a diagram when I get home tonight.
