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

    New Participant
    January 19, 2014
    I can't believe this still isn't fixed in the oculus unity sdk. It is fixed in the Tuscany C++ demo included in the oculus sdk and it makes a big difference...
    Up and Coming
    February 27, 2014
    Not working with SDK 0.2.5, are there any alternatives, or is something that will be fixed in the next version of the SDK?
    Inspiring
    February 28, 2014
    I think I got it working in ovr unity SDK v0.2.5c

    It's simple, only 2 lines were changed in Assets\OVR\Scripts\OVRCameraController.cs

    In line 71 find:

    set{verticalFOV = value; UpdateCamerasDirtyFlag = true;}


    And change it to:

    set{verticalFOV = value+12.5f; UpdateCamerasDirtyFlag = true;}


    Then in line 297 find:

    float distortionScale = 1.0f / OVRDevice.DistortionScale();


    And change it to:

    float distortionScale = 0.75f / OVRDevice.DistortionScale();


    I don't understand what the above does, but it seems to work. Here's a screenshot of it working:

    Up and Coming
    March 22, 2014
    With this fix the fov is indeed much better for 0.2.5 but I still see a black bar "in the middle" and towards the sides. It is much more pronounced than in earlier versions. I had very little of this on the version I used before (which since before 0.2.4). My guess is that all of this changed for the DK2 and it fails to take DK1 into account.

    Any chance of an official fix for this or are we on our own to tinker with the values?
    Thanks in advance!
    Inspiring
    March 22, 2014
    @sprocket, the unreleased SDK 0.3 is the one that starts having support for DK2 (I think I heard it will be out in a couple weeks), and I'm guessing a lot has changed in that new version, so probably best to just wait and see what that SDK looks like before going down an unsupported path.
    Titans of Space PLUS for Quest is now available on DrashVR.com