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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
    January 11, 2016
    "ApoloStudios" wrote:
    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.



    Sincerely doubt it.
    Brad Davis - Developer for High Fidelity Co-author of Oculus Rift in Action
    kojack
    Honored Contributor
    January 13, 2016
    The CV1 has very different optics and the field of view has changed too (it's vertically asymmetric, it's now got more downwards fov and less upwards).

    All these values are stored in the sdk, not the hmd, so no early sdk will have the right settings for the CV1. I wouldn't be surprised if they don't even recognise it as a rift. Even if it did accept it, head tracking using the new constellation camera isn't going to work.

    If you really need dx9 for rendering, you can do what the Euro Truck devs did. Create a dx11 device as well. Render in dx9 then copy the texture into the oculus sdk's dx11 texture (You need to make the dx11 device because you need to pass it to the oculus sdk).
    Author: Oculus Monitor , Auto Oculus Touch , Forum Dark Mode , Phantom Touch Remover , X-Plane Fixer Hardware: Threadripper 1950x, MSI Gaming Trio 2080TI, Asrock X399 Taich Headsets: Wrap 1200VR, DK1, DK2, CV1, Rift-S, GearVR, Go, Quest, Quest 2, Reverb G2, Quest 3
    New Participant
    January 15, 2016
    "kojack" wrote:
    The CV1 has very different optics and the field of view has changed too (it's vertically asymmetric, it's now got more downwards fov and less upwards).

    All these values are stored in the sdk, not the hmd, so no early sdk will have the right settings for the CV1. I wouldn't be surprised if they don't even recognise it as a rift. Even if it did accept it, head tracking using the new constellation camera isn't going to work.

    If you really need dx9 for rendering, you can do what the Euro Truck devs did. Create a dx11 device as well. Render in dx9 then copy the texture into the oculus sdk's dx11 texture (You need to make the dx11 device because you need to pass it to the oculus sdk).


    Thanks for the reply, I am already working in that direction as is the only turnaround I can come up with.

    I personally do not find a fair enough reason to understand what oculus has done with the dx9 support. Why give it support during many SDK releases to end up removing it like this? This yields a waste of time and great headaches to small developers like me. I simply do not get it. All the limitations of dx9 are more than well known from many years ago and at this point last year, the latest SDK had support for DX9.