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Inspiring
December 15, 2015

How to decreese level of distortion?

I have too strong correction by program.
I tried to edit shaders, it is bad way and there is a lot of shaders there. (And I didn't get result yet)
Where is the parameter which I should correct to make distortion lower?



p.s. I also asked question in http://stackoverflow.com/questions/34222876/oculus-sdk-huge-chromatic-abberations-produced-by-program

p.p.s. I found topic https://forums.oculus.com/viewtopic.php?f=20&t=717&p=7001&hilit=chromatic+abberation#p7001 , but it was useless because I have DK2 without ovr_win32_hmddevice.cpp in SDK.

    13 replies

    Inspiring
    December 15, 2015
    If you are using the latest SDK, the distortion is done for you by the Oculus software. You should not be manually distorting in a shader or anything like that (which was done way back with DK1). Basically you just render into a left/right eye buffers and the SDK handles the rest.
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    Up and Coming
    December 15, 2015
    There was a previous patch available that allowed you to manually specify the distortion. However I assume the advanced tab in the oculus configurator measures the distortion based on the calibration that occurs.

    Any chance of this type of chromatic abberation correction also appearing on the GearVR? It may use more resources but would be good to have the option to turn it off/on in the program if required
    Inspiring
    December 17, 2015
    I have 2 available Oculus Rift.

    One of them has such crazy and big distortion, but the other has not.
    Computer and installable run-time software is the same in both variants.
    Both are DK2.
    Different drivers or spoilage in production?
    How to regulate such parameter?
    Inspiring
    December 17, 2015
    You may want to delete your profile, or go into the advanced options and measure IPD again as this effects rendering.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
    Inspiring
    December 22, 2015
    "cybereality" wrote:
    You may want to delete your profile, or go into the advanced options and measure IPD again as this effects rendering.


    My IPD setting was not changed when I got new device.
    But the devices visual effects became much better.
    So I suppose it is something connected with driver or hardware(less possible) or something else.
    Inspiring
    December 28, 2015
    Now I am also using Unity.
    Where I can get the direct access to the shader? I can't find.
    Is it in the DLL?
    Inspiring
    December 28, 2015
    It doesn't use a shader, is uses a mesh, but (in any case) it's not user configurable.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
    Up and Coming
    December 29, 2015
    If you have 2 DK2's, and the distortion is noticeably different, then might I suggest that you have different lenses in each oculus. :roll:
    Inspiring
    December 29, 2015
    You probably have a different configuration in your profile. Try delete the profile and creating a new one.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
    New Participant
    January 7, 2016
    I am a new user and therefore I cannot create a new thread, so I think this one is the most appropiatte to ask something related to the OP.

    Will the distortion shaders of previous SDK (<= 0.8) work well with the Oculus CV1 optics/lenses? Because of the removal of DX9 support I need to compile my app against an old SDK and therefore I have this huge concern.

    Thanks in advance to anyone who can help me with this.