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Up and Coming
August 12, 2014

My eyes can't focus with 4.1

So this is a weird one. With the new sdk, my eyes can't focus on anything, it is REALLY uncomfortable. My eyes can't "relax" they are constantly adjusting themselves... I feel like I am not explaining myself super clearly, but it is a hard thing to articulate.

I went back and forth a couple of times with 4.0 just to make sure I wasn't crazy, and yeah. Whatever is going on with 4.1 is unusable for me :(

Anyone else having this problem, or have a solution?

edit: I am using DK1
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    16 replies

    Participant
    August 13, 2014
    There isn't much the rift can do at a software level to change how your eyes are focusing, but if something is really borked with your convergence it can certainly feel like it is.

    Do you feel like you're cross-eyed while looking into the (virtual) distance?
    Up and Coming
    August 13, 2014
    I'm using a DK1, I made a blank project and imported the tuscany demo and loaded up the tuscany scene and built and ran it and I also noticed that the images were not converging right. Is 0.41 for DK2 only?
    CurtisAuthor
    Up and Coming
    August 13, 2014
    "alexfry" wrote:

    Do you feel like you're cross-eyed while looking into the (virtual) distance?


    Yeah, there is a bit of that, like my eyes are constantly going cross-eyed, correcting themselves, going cross-eyed again... it's bad times.

    Tried building it out, thinking that maybe it had something to do with the editors game window resolution or something like that, and even in the build, like Molton points out, I still have the same problem.
    Up and Coming
    August 13, 2014
    I finished converting my Being a Bird project to 0.41 and did not have the convergence issues, it looked pretty good, the frame rate was certainly better than 0.32, the distortion is pretty hardcore and gives your eyes a natural immersive view, and the problem I was having with 0.4.0 with the strange black rectangle that warped the view upside down when looking behind is no longer present.

    Maybe because my project is using DX9 right now and unity defaults to dx11, but I only had that problem with the tuscany demo so far.
    Up and Coming
    August 14, 2014
    I had the same problem. On a hunch, I replaced the OVRSubCamera components I had that vrdaveb had posted in another thread with OVRCamera and OVRCameraController setups for my multi-layered cameras. And, it fixed the issue. I guess 4.1 supports multiple controllers? Great upgrade if this continues to work.
    Inspiring
    August 14, 2014
    Curtis, is it uncomfortable to look at things when your head is still? Or all the time?
    Titans of Space PLUS for Quest is now available on DrashVR.com
    CurtisAuthor
    Up and Coming
    August 14, 2014
    "drash" wrote:
    Curtis, is it uncomfortable to look at things when your head is still? Or all the time?


    All the time. I just updated unity to 4.5.3 and I still have this problem.
    Inspiring
    August 14, 2014
    Wonder if this is related to the Unity integration going back to symmetric frusta -- in 0.4.0 the left and right halves of each eye's FOV were not equal, and now they seem to be put back to equal in order to make a bunch of other Unity features work again.

    Not sure though, because although I *sort of* notice a little eye strain for things that are stuck to the user's face, I don't for everything else.
    Titans of Space PLUS for Quest is now available on DrashVR.com
    CurtisAuthor
    Up and Coming
    August 14, 2014
    "drash" wrote:
    Wonder if this is related to the Unity integration going back to symmetric frusta -- in 0.4.0 the left and right halves of each eye's FOV were not equal, and now they seem to be put back to equal in order to make a bunch of other Unity features work again.

    Not sure though, because although I *sort of* notice a little eye strain for things that are stuck to the user's face, I don't for everything else.


    hmm, for me it is really bad all the time, and it seems like even a little added eye strain is unacceptable. I hope this issue is a top priority for the next SDK :?

    A couple of things that may be relevant:

    I am using B cups pushed all the way in

    my tests with this are all in a brand new project using the Tuscany scene
    Inspiring
    August 19, 2014
    I'm definitely having this problem as well. I posted a thread about it yesterday ...

    viewtopic.php?f=26&t=12775&p=171722#p171722