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GDC 2014 Lectures VOR & FOV

rupy
Honored Guest
http://www.gdcvault.com/play/1020713 - Too bad the low persistence screen is a rolling shutter right to left!?
http://www.gdcvault.com/play/1020714 - Good explanation of VOR and why FOV is important.
"It's like Homeworld in first person." Disable Aero and vSync for a completely simulator sickness free experience with 2xHz FPS. Keep the config utility open for tracking to work.
1 REPLY 1

rupy
Honored Guest
Is this way to tune FOV for a custom engine good:

1) I launch the game with the rift at a distance and peer into the right lens until I see the edge of something in the game world, in this case my lowpoly sun, through the center of the lens with one eye.
2) I reset the orientation until that aligns with something in the real world, like the edge of my monitor.
3) I rotate the rift slightly to the right, so I can see the same edge of the sun through the center of the left lens.
4) If the edges in the game and the real world (sun and monitor) still align is it a fit?!

Does the distance to the "edge" from the eye matter?

For me it ended up being 100 degrees using GLU.gluPerspective(...); does that sound about right?

Also I would like to know which inputs you at Oculus use to calculate this?
"It's like Homeworld in first person." Disable Aero and vSync for a completely simulator sickness free experience with 2xHz FPS. Keep the config utility open for tracking to work.