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Inspiring
April 15, 2014

SDK v0.3.1 Unity 4 Pro Integration discussion

New topic. Oculus SDK v0.3.1 Preview Unity 4 Pro Integration general discussion.

What are your thoughts? My initial impression is that I like how the FOV edges fade/blur off. But after playing in tuscany for a little bit, I'm noticing slight distortions on lines that I should perceive as vertical, but do not while rolling my head left and right.
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    32 replies

    Up and Coming
    April 15, 2014
    I like the sound of that. Still downloading at the moment...
    Scott Vandonkelaar Zero Latency - Inversion VR
    JoseAuthor
    Inspiring
    April 15, 2014
    You submitted a reply right as I was about to delete my post, so I couldn't delete it. ;)

    I originally thought the FOV problem was fixed, but that was a mistake on my end. What had happened is that my config somehow was set to C cups, and that increased the FOV to the screen edges. But when I set the config back to A cups, it's back to how it was. That is, the view doesn't go to the screen edges like it does in Unreal.

    New distortions?

    I just played both tuscanies for 0.3.1 and 0.2.5 and I'm noticing new distortions. It's some kind of skewing.

    To see what I see, try this:

    • Stand in the doorway of tuscany facing inside the house.

    • Look slightly left to the candles between the two windows.

    • Roll head left and right.


    Pay attention to the bottom and left edges of the window on the right side of the candle. The effect is like the edges are "scissors" slightly opening and closing.

    Edit:

    After using the new configuration tool, the skewing effect seems to have gotten worse. I'm using the prebuilt Tuscany available from the file: ovr_unity_0.3.1_demo_win.zip. This effect does not happen on the tuscany built with 0.2.5c. I'm using an Oculus Rift DK1 at 1280x800 "Riftastic!"
    Up and Coming
    April 15, 2014
    Another note: This SDK seems to completely break a number of Unity's Image Effects. Bloom and Tonemapping don't work by themselves. They cause the camera/view to go black. For some reason if I enable Ambient Obscurance both the Bloom and Tonemapping then work, but the AO itself does absolutely nothing.
    VisiR - Virtual Reality Music Visualisation
    Up and Coming
    April 15, 2014
    Still downloading but will check out the distortions
    Up and Coming
    April 15, 2014
    You need to redo the IPD calibration with the new SDK, the distortion takes more variables into account.
    Inspiring
    April 15, 2014
    I think the aspect ratio is off and there doesn't seem to be a way to set it. Stand inside and tilt your head left to right you'll see it.
    "In the future we will be designing dreams, worlds & experiences rather than games."
    April 16, 2014
    If I see that correctly, the cameras now render to textures? For some reason, the resolution of that texture seems to pretty low.

    Also, there seems to be a problem when you have multiple OVRCams. We are using two sets of cameras, one to render near elements and one to render far away elements. The left eye of the far away camera does not distort properly, even though it is setup exactly like the other cameras.
    Up and Coming
    April 16, 2014
    We have a fix in place for the distortion issue. We've also made some performance enhancements. We're hoping to get a fix release out soon.

    I will look into implementing a near/far camera solution.
    Participant
    April 16, 2014
    Not sure if it is a bug or intended, but changing the "Eye Center Position" in unity, doesnt have any effect and the "Eye to Neck Distance" from the Config Utility seems to be used instead.
    Inspiring
    April 16, 2014
    @DFin: Yes, I remember seeing this was broken somehow. Can you try using "Neck Position" instead?
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