Skip to main content
Up and Coming
December 13, 2013

GameObject stereoscopically distorted if too close to Camera

Hello Rifters,

I have a GameObject (the lipstick) set very close to the camera. I am able to rotate the lipstick via head movement. However, when due to rotation the lipstick comes very close to the camera stereoscopic distortion happens. This starts barely noticeable but becomes more intense the closer the GameObject gets to the camera. In the Rift this feels as if the lipstick has two instances that overlap. "Near Clipping Plane" is 0.01.

I attached a screenshot of the issue in action.

How can I go about the distortion?

Thanks very much.
    This topic has been closed for replies.

    15 replies

    Up and Coming
    December 17, 2013
    You know, when most women put on lipstick they don't actually focus their vision on it. It's all about the mirror + memory. And I've known some really great filmmakers to leave things out of focus on purpose (because sometimes humans expect things to be out of focus).
    New Participant
    April 16, 2014
    hi, im having like the same issue with oculus, when i rotate my head over the x-axis it distords the 3D model, does someone know how to fix it? i mean it makes object more wide
    thanks in advice

    http://s25.postimg.org/nvbdvn3kf/view_1.png
    http://s25.postimg.org/5ts8xu9jj/view_2.png
    Inspiring
    April 16, 2014
    That looks like the aspect ratio bug. We are working on it.
    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
    New Participant
    April 16, 2014
    "cybereality" wrote:
    That looks like the aspect ratio bug. We are working on it.


    i've seen other projects and i didnt see this kind of problems of 3d models, when rotating up and down..
    i thought it could be my script, that basically is a waypoint follower,where i use rotation for going to the next waypoint.

    is there anyway to fix it?, or do i need to wait for the update, im using unity3D.

    thanks.
    sh0v0r
    Up and Coming
    April 24, 2014
    This is a hair brain idea...

    Has anyone ever tried dynamically turning the cameras in to track a close object whilst also reducing the IPD to simulate the pupil convergence?

    It would probably result in some weird cross eyed incorrectly scaled effect.

    Also at what point do you start the convergence, under 50 cms, I don't fully understand the mechanics of the lenses and the collimation and how they're focused at 'infinity'