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Inspiring
May 15, 2013

Distortion Scale

I don't have a Rift yet, but I needed to see what the final warped image looks like to get a better idea of whether text is too small or too big, among other things. I modified OVRCameraController to hardcode the actual distortion coefficients, verified that the code block that sets up the DistortionFitX/Y for the 7" display was being executed, and then ran my emptyish Unity app @ 1280x800 to see this:



A little surprised to see so much black space around the edges! I'm trying to reconcile this with what I've seen before in screenshots and most notably in the recent discussion about the "title safe area" of the screen. In those screenshots the warped images appear to cover a LOT more of the screen.

So, first I thought maybe turning on AA via QualitySettings would explain it. After testing with 2x, 4x, 8x multi-sampling AA, I did not see any difference here.

Then I decided to experiment with different hardcoded return values for the OVRDevice.DistortionScale() method. Out of the box this is returning 1.0 for me. I changed it to 1.3 and 1.6 to get the following results, respectively:





What I am looking for is information on why it's set up this way -- is it intentional and designed for best experience with dev kit #1 in Unity? Am i doing it wrong? And, if there a way to get more screen coverage using Unity (assuming this doesn't worsen the experience on the 7" screens), I would like to hear some ideas on how we can go about doing that.

Thanks :)
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    5 replies

    May 15, 2013
    With the 1.0 scale, it might work with an offscreen FBO that is 1280x800.
    I have the Kit and I get a distortion scale of 1.7146. I use that to upscale the 1280x800 offscreen FBO (2188x1368) and that goes into the view. So your 1.6 scale image looks best.

    The default scale probably just uses 1.0 to indicate 'no scaling', whereas with glasses you will use it. To pre-develop for the Rift DevKit, just use 1.7146.
    drashAuthor
    Inspiring
    May 16, 2013
    "rvangaal" wrote:
    With the 1.0 scale, it might work with an offscreen FBO that is 1280x800.
    I have the Kit and I get a distortion scale of 1.7146. I use that to upscale the 1280x800 offscreen FBO (2188x1368) and that goes into the view. So your 1.6 scale image looks best.

    The default scale probably just uses 1.0 to indicate 'no scaling', whereas with glasses you will use it. To pre-develop for the Rift DevKit, just use 1.7146.


    Wow that's great info. Thanks a ton!
    Titans of Space PLUS for Quest is now available on DrashVR.com
    Up and Coming
    May 22, 2013
    When my Rift is connected, with the Unity plugin I actually get picture No. 2 which is not the recommended method like detailed in the SDK doc.
    I've also seen other Unity Rift videos that also render in the same way.

    So what's the deal with this? We cannot get the best quality distortion with unity?
    Freeworlds: Tides of War Blue Drift (Underwater Hydra-based Diving Game)
    New Participant
    April 16, 2014
    hi, im having an issue with scale on my project, everytime i rotate up and down, a 3d model gets rescaled, or something, do you have an idea of what could be the problem?, thanks.
    http://s25.postimg.org/nvbdvn3kf/view_1.png
    http://s25.postimg.org/5ts8xu9jj/view_2.png
    Inspiring
    April 16, 2014
    @bolomaster: Can you please stop grave-digging into old threads and cross-posting the same question? You have 3 posts now if you want to create your own topic about your problem. A video might also help, I'm not 100% sure what you are asking about.
    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