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sh0v0r
Up and Coming
August 1, 2013

Horizontal Lense Separation Observations

The #1 thing IMO that affects the quality of the experience for many people is the lense separation and the fact that for the best experience you want a perfect alignment of eye -> lense -> distortion shader centre. There have been some people modifying their kits like this. But without also offsetting the centre of the distortion and or the position of the Quad to ensure everything aligns it's still not going to be perfect.

The Consumer Kit promises a way of adjusting the lense separation but this is also going to require everyone to add support to their games/demo/apps to match the offset. This is something I want to add to Lunar Flight right now but have yet found a way to offset the Quad or a specific formula that accounts for the different needs depending on the separation.

I built a scale model setup in 3DSMax and rendered the possible offset extents in an orthogonal view. It isn't 100% accurate but its a very close approximation based on my measurements. The panel dimensions were based on a 1280x800 screen capture and then creating a plane with the same dimensions, this was then scaled to the correct width of the panel which I determined as 17.8 cms (7 Inches)

The lenses were measured, both height and radiuses and position in the centre of the panel with the default 65mm separation.

For reference, this Wiki page has a US Army IPD sample range which ranges from 52mm to 78mm

At 55mm the lenses would need to accommodate the inner clipping problems.


The default, I'm not 100% sure its 65mm but I keep reading different things, I think the lenses are 65 but the software camera separation is 64 mm.


At 75mm you wouldn't need to shift the screenspace quad coordinate instead you would adjust the centre of the distortion shader to line up with the lense. This is only for illustration purposes It is not adjusted in this image.

    13 replies

    sh0v0r
    sh0v0rAuthor
    Up and Coming
    August 3, 2013
    Personally I think it would be ideal for the consumer kit to have a dial on top of the headset that has a measured scale so that you can turn a knob to dial in your specific IPD. The Knob is hooked up to some chunky gears that shift the lenses. At the same time the hardware is feed a potentiometer value that indicates the IPD setting and the software can adjust the distortion center and render target positions according to the current dial setting.

    From a user standpoint this would be the most intuitive approach.
    Up and Coming
    August 3, 2013
    Agreed, that would be neat. The SDK would also need to fire an event so that software can make appropriate updates if a user makes an adjustment while in-game.
    August 4, 2013
    "sh0v0r" wrote:
    Personally I think it would be ideal for the consumer kit to have a dial on top of the headset that has a measured scale so that you can turn a knob to dial in your specific IPD. The Knob is hooked up to some chunky gears that shift the lenses. At the same time the hardware is feed a potentiometer value that indicates the IPD setting and the software can adjust the distortion center and render target positions according to the current dial setting.

    From a user standpoint this would be the most intuitive approach.


    Agreed! This is EXACTLY the CG mockup I'm rendering here to show you guys... pretty straightforward: A dial on top of the device with a simple gear that slides two plastic plates. In the middle of them a simple black tissue just to prevent light leak. At the back of the same dial, a potentiometer sending the IPD amount to to the box controller. For a wearable device, this HAS to be made.