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Up and Coming
May 23, 2014

SDK v0.3.2 Preview 2 Discussion

Does the new SDK look like a super low-res blurry mess to anyone else? Is there a setting I'm missing?

I tried both importing the newest SDK into my own project and importing Tuscany into a brand new project and both result in low-resolution and heavy aliasing in the center of the screen.

I've uploaded an image as an example of what I mean: http://i.imgur.com/o169wyB.jpg

Edit: I missed a setting. It looks like turning on 4x Anti-Aliasing is required now.

Here's an image with 4x Anti-Aliasing enabled: http://i.imgur.com/ohBeaG9.jpg

Even with 4xAA on it still seems like it's a lot blurrier than the previous SDKs to me.

Here's some before: http://i.imgur.com/3wDbb8f.png and after: http://i.imgur.com/2DJd5NH.png images of a scene in my own project, from 0.2.5c to 0.3.2 Preview.

I understand that the distortion method and values have changed, but with the newer SDK the perceived resolution is much lower and the thus aliasing is much worse. It might be a reverse placebo, but I don't recall it being this bad with the 0.3.1 Preview. I can definitely attempt those comparisons too.

Anyone else have any thoughts?
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    88 replies

    Inspiring
    June 4, 2014
    You should not be editing the FOV values and other parameters that come from the SDK. These values are carefully tuned to the headset and to people's profiles. Changing these values will result in a sub-optimal experience.

    To reduce the blurring, all you have to do is enable "Use Camera Texture" on OVRCameraController and set the Camera Texture Scale to around 1.5.

    In terms of using multiple camera, I can check and see if we support that.
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    Inspiring
    June 4, 2014
    "Podden" wrote:
    My favourite method would be to parent as many camerapairs as you want under one OVRCameraController and it handles them all.

    I've done this before by setting up multiple CameraControllers. You have to uncheck "Lens Correction" on the background CameraController and uncheck "Use Camera Texture" on all of the eye cameras. Be sure to set the background cameras to a lower depth than the foreground cameras.
    Participant
    June 5, 2014
    SDK v0.3.2 Preview 2 doesn't have camera Texture option
    A.Ganesh
    Inspiring
    June 5, 2014
    Hey ganeshdm,
    0.3.2 should definitely include that option. Are you sure you've imported it correctly?
    1) Delete any instance of OVRPlayerController or OVRCameraController from your scene.
    2) Delete all copies of OculusPlugin and the OVR folder from your project.
    3) Restart Unity.
    4) Download the 0.3.2 integration from here: https://developer.oculus.com/?action=dl
    5) Import all assets from OculusUnityInteration.unitypackage.
    6) Drag the OVR/Prefabs/OVRPlayerController or OVR/Prefabs/OVRCameraController into your scene.

    Now if you click on the OVRCameraController GameObject, you should definitely see the "Use Camera Texture" checkbox.
    Up and Coming
    June 6, 2014
    Thanks for reply, I did some tests but didn't found any satisfying settings. Please have a look at the attached Screenshots. I've taken them in Unity with the settings and put them into problem-related folders. Hope you guys can look through ;).

    The best solution was to put 4 cameras under one OVRController without "use Camera Texture" but this seems to break the distortion shaders, which seems to multiply the cameras FOV (as seen on the attached screenshots). Also all the position values for neck and root and players height are applied only on the first 2 cameras.

    As for the "don't mess with the verticalFOV settings", we're thinking about a little options slider to adjust the value maybe +/- 20 ingame. Players can balance their view between image crispness and no black borders, especcially when they forgot the calibrate their headset.
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    Up and Coming
    June 6, 2014
    "Podden" wrote:
    ...As for the "don't mess with the verticalFOV settings", we're thinking about a little options slider to adjust the value maybe +/- 20 ingame. Players can balance their view between image crispness and no black borders, especcially when they forgot the calibrate their headset.


    I think this is a good idea if some kind of in game calibration is not possible. What if a bunch of people are using the Rift? I like to use the standard calibration, hoping it will be OK for anyone who puts the Rift on. In-game adjustability would be cool. A wii-like profile system where differnt people's eye settings are saved on the system is even better. Any plans for such functionality?
    Inspiring
    June 7, 2014
    I'm getting some weirdness tonight:
    -built game for windows, everything ran fine in the editor and standalone build
    -recalibrated IPD in the oculus config utility
    -when i start the game now the camera is offset from where it should be and i'm getting a "Out of camera range" GUI object showing up onscreen

    I tried loading up unity and now its happening in the editor, whats going on here?!
    Inspiring
    June 7, 2014
    Still looking into this, but a quick fix may be to disable OVRVisionGuide. See https://developer.oculusvr.com/forums/viewtopic.php?f=34&t=3146&p=121012&hilit=OVRVisionGuide#p121012.
    Inspiring
    June 7, 2014
    Thanks vrdaveb, as a followup i was able to get things back to normal by playing around with various IPD settings. It seems like when i got close to 66.8mm the bug began appearing consistently. A few increments lower and it was hit or miss (maybe 50/50 chance of it happening upon startup)
    Inspiring
    June 8, 2014
    "MikeF" wrote:
    It seems like when i got close to 66.8mm the bug began appearing consistently.

    Interesting. I tried setting my IPD at this level in a couple of configurations with and without OVRPlayerController, but couldn't reproduce this. Can you share some more details about your setup? Does it occur if you load up the reference Tuscany scene and increase the IPD to 0.068?