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54 replies

Up and Coming
July 29, 2016


Actually, you may be right. I just wrote a quick C++ console app, and the value of HmdToEyeOffset is always +-0.032 regardless of the slider. Let me have an engineer look deeper into this.


It is a day one bug reported a few times already, would be great to dig into it :)
Up and Coming
July 31, 2016


Actually, you may be right. I just wrote a quick C++ console app, and the value of HmdToEyeOffset is always +-0.032 regardless of the slider. Let me have an engineer look deeper into this.


Thank you for looking into this!  It's a huge issue for those of us with outside the norm IPDs (72mm here), and makes a huge difference in scale.
Up and Coming
July 31, 2016


Actually, you may be right. I just wrote a quick C++ console app, and the value of HmdToEyeOffset is always +-0.032 regardless of the slider. Let me have an engineer look deeper into this.

I told you about this on April 2, nearly 4 months ago.
As you know, it has been confirmed by several people.
https://forums.oculus.com/developer/discussion/33209
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Up and Coming
August 8, 2016
Any updates on this issue? @cybereality
Inspiring
August 8, 2016
So I had an engineer look at it, and they confirmed it's happening for Unity apps. However, I believe it may be happening in other places as well. Are you guys using Unity? If not, which engine?
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Up and Coming
August 8, 2016
I noticed a difference in Elite:Dangerous, so that's the Cobra engine?
Up and Coming
August 8, 2016
It is not related to Unity or choice of engine.
There are no special conditions to recreate the bug.
It is very simple, as I reported on April 2:
https://forums.oculus.com/developer/discussion/33209
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Inspiring
August 8, 2016
Yes, I think you are correct. The Unity issue was related, but not the bug you were reporting. I will make sure to note this in the bug report, and push them again as it's a fairly critical bug.
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kojack
Honored Contributor
August 9, 2016
It happens to me in the C++ sdk (using Ogre3D, but that's unrelated to the problem since it's just the oculus sdk that's returning the wrong value)
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Inspiring
August 9, 2016
Good news: engineering has found the problem. We have a fix, and it just needs to be tested to make sure it works and didn't break anything else. Not sure how long that will take, but we should have a solution available soon. Really sorry for the long delay on this one.
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