I use my own Ogre/OpenGL based engine to render for the Rift. Like the example on the SDK, I decided for simplicity to use a shared texture to render both of my eye-camera views.
I never put a lot of thoughts on this(because it's basically invisible from the inside of the Rift) but I want you to look at theses images and tell me what you think :
This is just a (badly :wink: ) grass textured plane, with a "blue sky" clear color on the viewports, the 1st image is a copy of the mirror texture returned by the SDK, the 2nd is the content of the texture sent to the SDK with a 16:9 ratio (that doesn't fit well on the window, hence the 2 left and right side. It's just to visualize what's happening here)
On the VR distorted image (1st one), if you look at the center division between the eyes, you can clearly see a small blue line on the right eye from the sky of the left eye, and a slight green line on the left from the right.
This started to bother me a little. I think I read about that like, 1 year ago on this forum or on on the SDK documentation (I can't find it again) that is was recommended to let some kind of gap between the 2 eyes on the textures, so I added a few (okay, 100) pixels to the width of the texture I render to, adjusted the content of the struct that describe the Layer_EyeFov used, and the result is what you would expect (same image configuration here) :
The FoV used is the Default one (not the maximum one) so when the headset is moved quickly you can clearly see the border of the mirrored image moving (I assume this is the time warp re projection kicking in).
The render target has 8x MSAA on it (probably not relevant, but that's part of how theses images have been generated).
So, my fellow developers, did you observe this color bleeding effect, dos that bother you? Also I'm interested to know how do you configure your render texture(s)
Shared buffer for both eyes, no "gap" between them
Shared buffer for both eyes, with a gap to act as a "bumper" between them (how large is it?)
Different textures (Is there a practical reason to use 2 textures instead of one. I understand that the developer guide use a shared one "for the sake of simplicity" for the code spinet inside. But I don't see why you would use separated textures actually. I'm a noob in computer graphics, so please, enlighten me :smiley: )