03-02-2016 07:05 AM
03-02-2016 06:27 PM
03-02-2016 06:55 PM
"vrdaveb" wrote:
Please see https://wiki.unrealengine.com/Oculus_Rift. IPD and head model are set to averaged default values that are good enough for most people, but may be slightly off for outliers. You can adjust them as described in the documentation.
[Oculus.Settings]
; In meters, not Unreal Units (cm)
; Recommended for true first person viewpoint
; since you are simulating the head.
;HeadModel_v2=(X=0.0,Y=0,Z=0.0)
; Default values
HeadModel_v2=(X=0.12,Y=0,Z=0.17)
bChromaAbCorrectionEnabled=true
bMagEnabled=true
bDevSettingsEnabled=false
bMotionPredictionEnabled=true
bTiltCorrectionEnabled=true
AccelGain=0.0
MotionPrediction=0.04
bOverrideIPD=false
IPD=0.064
bOverrideStereo=false
ProjectionCenterOffset=0.0
LensCenterOffset=0.0
FOV=90.0
bOverrideVSync=false
bVSync=true
bOverrideScreenPercentage=false
; Value is out of range [30..300]
ScreenPercentage=100.0
bAllowFinishCurrentFrame=false
PositionScaleFactor=1.0
; Defaults to true if DLL built with OVR_VISION_ENABLED defined.
; Positional tracking for DK2 onwards perhaps?
bHmdPosTracking=false
bLowPersistenceMode=false
; Defaults to true.
; If enabled, viewpoint rotation is updated during the render thread.
; Depending on how you control a players view rotation, you may need to disable this.
bUpdateOnRT=true
MotionPrediction=0.04
bOverrideIPD=false
IPD=0.064
FOV=90.0
bLowPersistenceMode=false
03-25-2016 01:29 AM