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Up and Coming
March 7, 2014

Does Unity integration support adjusting black space?

Apologies if I'm overlooking something, but I'm looking for information on whether it's possible to adjust how much of the screen is covered in black space following distortion in Unity (in other words, changing the FOV and the resolution of the texture where the pre-distortion image is rendered). This can be done easily with the low level SDK, and Minecrift has a setting allowing this to be set to 15 different values. I think this is really valuable for enabling users to trade off FPS and FOV.

Every Unity demo I've ever seen, on the other hand, has the same about of black space: the two images barely touch in the middle. Although this is a reasonable default, I can still see a little black inside Rift when my eyes are very close, and some people like those wearing glasses may not require this much FOV. Can this be changed? Thanks!
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    2 replies

    Inspiring
    March 7, 2014
    Chaoss did a mod to fix this issue, but I am not 100% if it maintains the proper FOV/distortion as the default.

    viewtopic.php?f=37&t=3641
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    Up and Coming
    March 12, 2014
    I would really like to see the SDK handle this automatically.

    The IPD calibration does its thing by determining how much of the screen is visible on each side, so why not have it adjust the FOV to optimally cover the same area? Seems like a trivial addition.

    You could even tweak the viewports and projection matrices so that nothing gets rendered outside the green lines.