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Up and Coming
November 9, 2013

Integrate Calibration ?

Hello everyone, I am making a professional oculus game.
I want to present it on a con so I need to calibrate the oculus for each people who will want to play my game.
That's why I wanted to integrate the calibration tool into my game, with some scenario trick. ;)


  • 1) Can I do that ?

  • 2) Do I must use the calibration tool ?

  • 3) If I can do that, what calcul, or package I need to do it ?


Thank you !
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    10 replies

    November 10, 2013
    I'd assumed we had to roll our own if we didn't want to use the utility, but I've never really looked into it. I'd be interested in hearing if they've got something myself.
    Up and Coming
    November 11, 2013
    IMO integrating the calibration process in the game or application itself is a much better approach for a user friendly experience. Otherwise having a options utility integrated in the windows control panel for tweaking the RIft's configuration for all games/demos/applications would be the best approach.
    Up and Coming
    November 11, 2013
    I would avoid doing it yourself. The worst possible user experience is one where you have to calibrate separately for every game (and likely have it be a little off from one game to another). Being able to do it once and forget about it is ideal.

    What may be worth doing, however, is making it so your game can switch calibration profiles. The SDK provides an API for this.
    FanghAuthor
    Up and Coming
    November 11, 2013
    The first problem, is that I want to present the game on a convention. So many people will test the game, I cannot launch the external utility for each person ? :cry:
    Inspiring
    November 12, 2013
    In the latest SDK (0.2.5) we have removed the manual calibration process. Users are expected to calibrate only once (with the Config Tool) and then all games will use that same calibration data. This method will be easier for users since they won't have to calibrate for every Oculus game they try.
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    Up and Coming
    November 12, 2013
    "Fangh" wrote:
    The first problem, is that I want to present the game on a convention. So many people will test the game, I cannot launch the external utility for each person ? :cry:

    Generally, when demonstrating the Rift to a large crowd, it is best to just use the average IPD of ~64mm. This will give most people a really good experience. You would certainly want to calibrate for yaw correction though.
    FanghAuthor
    Up and Coming
    November 12, 2013
    Thank you to all your answers ! ;)

    Then, I think I will use a 64mm IPD, but do you advice me to calibrate the accelerometer for each person with the utility :?:
    Up and Coming
    November 12, 2013
    "Fangh" wrote:
    Thank you to all your answers ! ;)

    Then, I think I will use a 64mm IPD, but do you advice me to calibrate the accelerometer for each person with the utility :?:

    No you only need to calibrate the accelerometer once. You only need to recalibrate if you move the Rift to a new location.
    sh0v0r
    Up and Coming
    November 13, 2013
    "Marbas" wrote:
    IMO integrating the calibration process in the game or application itself is a much better approach for a user friendly experience. Otherwise having a options utility integrated in the windows control panel for tweaking the RIft's configuration for all games/demos/applications would be the best approach.


    Eventually when the consumer kit is released it is expected that it will come with a Client application for launching applications and configuring the device. It will be part of the standard experience and users will likely be notified during the setup process to do it.

    I spent some time adding a custom calibration system in Lunar Flight but am planning to remove it and integrate 0.2.5.
    October 25, 2016
    Hey. I'm a beginner. I do in Unity 5 game on the Oculus. Help me - both in the game to make the camera calibration? Thank you.