06-17-2014 05:16 PM
This app shows a solid sphere with a slightly larger inside-out sphere around it.
When using an OVR camera setup, there appears to be a strange visual artifact inside the limb of the solid sphere that fluctuates as a function of distance and viewing angle, and this artifact is not present when using a normal camera, and only shows up when running on the S5.
Both of the included .apk's are built using the same Unity project (also included). The only difference is that TestDepthIssue-NoVR.apk uses a normal camera, and TestDepthIssue-VR.apk uses an OVR camera setup.
06-18-2014 10:55 AM
06-19-2014 02:36 AM
// Initialize all the rendertargets we are going to use for async time warp
for ( int i = 0 ; i<EyeBufferCount*2 ; i++ )
{
CameraTextures[i] = new RenderTexture(1024, 1024, 16);
CameraTextures[i].antiAliasing = 2;
}
06-19-2014 07:14 AM
06-19-2014 11:27 PM
06-20-2014 11:29 AM
06-20-2014 11:34 AM
"cybereality" wrote:
Can you try using a logarithmic depth buffer? Is that supported in Unity?
06-20-2014 11:57 AM
06-23-2014 08:32 AM
06-23-2014 02:42 PM
"JohnCarmack" wrote:
If you only have very distant objects and very close objects, without a smooth continuum between them, you could also scale up the close objects and proportionately increase the interocular distance and neck model parameters.