I would like to add a rotation to the left eye camera and an equal but
opposite rotation to the right eye camera for an experiment.
Specifically, I want them to be "cross-eyed" by a small amount, even as
the rig tracks as normal. Is there an easy way...
I got a Quest recently, and just as with other VR I've tried previously,
the sense of depth I get from large scale scenes is very underwhelming.
One of the draws of VR for me is the promise of experiencing the
exhilaration of flight or the vastness o...
I've been trying to follow the instructions under "Develop>Oculus
documentation>Unity>Get Started" on Unity 2019.4.4f1, but while the app
works fine in the editor preview, when I start it from "Unknown sources"
on the Quest, I invariably see only a b...
SecretGerbil said: Wikipedia says vergence (it calls it "convergence")
works up to 10 m, but for stereopsis "One study shows that 97.3% are
able to distinguish depth at horizontal disparities of 2.3 minutes of
arc or smaller, and at least 80% could d...
As for the vista space: aerial perspective, motion parallax and
occlusion can have no role in the sensation of depth when looking at a
starry sky, or the moon, so their absence don't explain why space is so
flat and close in Elite: Dangerous. More ev...
Okay, I see that you and kojack are suggesting that it's the
accommodation depth cue that's messing with me, which was also one of my
theories. I'd still like to know explicitly how the IPD slider works on
the Quest, and I still would like to experim...
You mention vergence and accommodation but there is also stereopsis.
Wikipedia says vergence (it calls it "convergence") works up to 10 m,
but for stereopsis "One study shows that 97.3% are able to distinguish
depth at horizontal disparities of 2.3 m...