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 :)

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 :)
