Skip to main content
Inspiring
August 16, 2013

Chaoss's Unity 4 Pro SDK 0.2.4 FOV fix (black borders gone!)

So the new version of the Oculus Rift SDK has been released, head tracking feels much better and cleaner even when moving your head slowly... but wait! what is this?!



All that black wasted space! it hasn't been fixed! it might not look all that much in the picture, but I can see the black space at the edges as black bars either side of my view and annoys the hell out of me, it just doesn't feel right and it feels like I have blinders on.

Anyway after much tinkering around I've come up with a 'clean' fix. It did involve changing some values (the fov for example), but these values have NOT been manually hardcoded in. I've just simply 'added' to already existing values that get pulled from I don't know where so this should be compatible with future Rift hardware or none-standard setups.

I've done extensive testing in many different scenes and I can confirm that the scale, ipd and other settings are just as they were before and that there is no warping or other such issues.

This is how it looks now...



Much better and a much nicer field of view!

http://www.solidfiles.com/d/66ffd81af4/

Instructions are included in the .zip file :)
    This topic has been closed for replies.

    25 replies

    Inspiring
    August 29, 2013
    You need the new version of Unity, 4.2.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
    Up and Coming
    August 29, 2013
    "cybereality" wrote:
    You need the new version of Unity, 4.2.


    Derp. Thanks cyber. Must've just coincided with me trying this new script. I'll go try that.
    My Old Projects QuantaCube DK2 Owner /u/diregoat on reddit
    Up and Coming
    September 11, 2013
    Thanks a ton for figuring this out Chaoss! Now I can get back to work and stop tearing things apart. ;)
    sh0v0r
    Up and Coming
    September 12, 2013
    I tried this out and while it does increase the viewable area it also scales the pixel size so image quality goes down if you're running at the native 1280x800 res.
    September 12, 2013
    Out of curiosity, did you use this fix in 'Lost House', Chaoss? The house looked fantastic, but I wasn't thinking to look for the black borders when I tried it out.
    ChaossAuthor
    Inspiring
    September 17, 2013
    "phillipfoshee" wrote:
    Out of curiosity, did you use this fix in 'Lost House', Chaoss? The house looked fantastic, but I wasn't thinking to look for the black borders when I tried it out.


    Yeh I did, On about Lost House I'm currently texturing it, it should be more fun to explore soon
    "In the future we will be designing dreams, worlds & experiences rather than games."
    Participant
    November 29, 2013
    cant wait to test your fix. looks like it could be very good. Nice work :D
    Ordered : 26 Oct Processing Email : 19 Nov Shipping email : 21 Nov Delivered: 25 Nov 086xxx- Adelaide, SA
    Inspiring
    November 29, 2013
    I've used this fov fix and things definitely feel more immersive. As for the bigger pixels problem, can this fix be combined with boone188's ovrcamerascaler script?
    December 21, 2013
    "Jose" wrote:
    I've used this fov fix and things definitely feel more immersive. As for the bigger pixels problem, can this fix be combined with boone188's ovrcamerascaler script?

    After a few tests, I would say yes.
    New Participant
    January 17, 2014
    Have you made an update for 0.2.5? It doesn't work in that version.