Quest 3 stuck in Battery Saver Mode
So I toggled the battery saver mode 3 days ago and ofc it lowered resolution. I wanted to test the feature. So I toggled it on, saw the change, and then toggled it off. When I turned it off, the resolution stayed the same, the fovetated size stayed the same. Everything was the same as if I was still on battery saver mode (with full charge on the headset). I ignored this issue until today as I cannot deal with it anymore. I restarted the device, resolution is still low, text is pixelated, FOV is terrible, everything warped. The headset thinks I'm in battery saver mode still. Tried toggling it on and off and there is literally no change when turning it on, and of course no change when going back to off. Please help. I'm on v60Solved80KViews23likes330CommentsMeta Quest 3 Recording Area is Too High
I am having trouble with the Meta Quest 3 while recording, streaming, and even casting videos. The video area appears very high. I have to look down to show the lower part of the view. i even tried to casting on phone, TV, PC (web base) and LIVE streaming. its all the same view, its too high. Edit : i already tried reset the headset twice. and the problem is still there. i leave a video for you to see the different. i use scrcpy to record in pc. Link Video : https://youtu.be/YC3VWx03MBM
Solved5.7KViews7likes11CommentsHow to change the FoV of Meta Quest 3 lenses in Unity using InteractionRigOVR ?
Hello, As part of a project, I need to change the FOV of a Meta Quest 3. I'm using Unity with the Meta Movement package and an InteractionRigOVR to track headset movements with a self-avatar. I'd like to increase the FOV perceived by the user. I've already used a Post-Process Volume, but it's not usable for stereo cameras in the Meta Quest 3. Is there a solution for increasing the FoV in the Meta Quest 3?1.1KViews0likes0CommentsChange FOV to have zoom/binacular effect
Hey, I was wondering if there is a way to change the FOV. Regular camera settings seem to be ineffective, which is reasonable as I guess Oculus doesn't want those to be altered for the 99% of the projects. But I saw that their new game, Phantom: covert ops uses a similar approach for scoped sniper rifles, so there is hope. In my case, I would like to mimic regular binaculars.514Views0likes0CommentsOVRCameraRig different fov when running without VR
For debug purposes I want to be able to run without having Oculus Rift connected. The game starts ok, and displays in a window representative to the Oculus resolution, but the fov is way up, both horizontal and vertical, I see way more than what I do in VR. I have the camera in a parent object, but no scaling is done, and the view is just fine running with VR... why is there a difference? Should there be? If I change the fov on the CenterEyeAnchor to one third (30 deg) in non VR it's about right... Is it a bug? Running Unity 2019.1.0a14, Oculus Integration 1.32.1 (don't have any problem with it after disabling some code lines that caused trouble).565Views0likes0CommentsAdjusting the Field of View
We are trying to change the field of view to smaller values within our experimental setting in Unity, which works out fine as long as we do not run it in VR. There, the Oculus intrinisic parameters seem to overwrite any change we've made in the editor, which is reported by others too. Only, we're missing a good solution yet. Is there a way to change the default settings or even better change it during runtime?3.8KViews1like2CommentsWhy can't I change the camera's FOV from 60 to 100 for my S7 + GearVR using Unity?
When I change the camera's field of view from 60 (default) to 100, build the Unity project, and finally view the VR app on my S7 mounted in the GearVR, it ignores the 100 value and defaults to 60. This is a very frustrating limitation because: The user feels too close to objects in the scene It makes the 360 photosphere scene feel too small It significantly devalues the products I'm showcasing for a client in the Gear VR headset It used to be do-able via scripting in Unity, but this was removed late 2016/early 2017 Perhaps I'm overlooking something, but why would Oculus limit the ability to make a scene feel more realistic than the current mega close-up FOV? All of my testers have said the same thing... "I feel way too close to the object in the scene". I've scoured ~20 different articles pertaining to this issue, and they have all resulted in dead-end answers. It's a very debilitating bug. Can an Oculus staff member please assist?2.3KViews0likes4CommentsHow to implement correct aspect ratio camera passthrough in Oculus
Hi, I am trying to implement camera passthrough, I need passthrough to be as close to our natural eye as possible. I know I need webcams that have about same FOV as Oculus, ~100 degree. And the webcams should be as close to human eye as possible. What confuses me is at how far in the VR world should the captured webcam be rendered? If I render too far, passthrough is just a small rectangle, if too close, entire FOV cannot be seen. So how to determine the right distance to render to match FOV of webcam and Oculus, so that passthrough shows as naturally as possible to a natural eye? Is doing a calibration the only solution? Can anyone point to how might a calibration be? Thank you.1.1KViews0likes2CommentsNon asymetric frustrum and custom FOV - how to encode this properly ?
I want to implement in our code a custom FOV setting. The question is whatever this is possible. From the camera setup parameters reported by the drivers (sum or min/max arcus tangent), it is clear CV1 required aprox. 79.5 FOV, DK2 95 FOV. The SDK documentation shows how to visualize lower FOV by using only a part of the HMD FOV (see Oculus Home example for demo ...) . It means to show e.g. 50 FOV tunel in the 79.5 FOV. CV1 require in addition strongly asymmetric camera placement (the lenses are not in the displays centre). The question is can I implement bigger FOV scene view than the drivers offered one ? It was working O.K. with DK2. If I now modify the asymmetric frustum matrix to both hold infinity to where should be and bigger FOV the scene looks aftet the modification during horizontal head movement warped and strange. I am not sure I do something wrong (I multiply the directional tangents by a constant to get bigger FOV) or whatever what I want is impossible due to the HW design. Any idea ?2.3KViews0likes10Comments