Specular / Reflection mismatch in stereo!!
I was wondering if anyone at OculusVR have come across this strange bug with regards to specular / reflection mismatch in stereo generated from IBL. It's a horrid problem, where users are not able to focus on a reflection highlight or pure reflection simulation in the shader from a background.
With regards to reflections highlights rendered from IBL in Unity, in stereo we cannot converge on the specular highlight or reflection. I have a feeling there was a tweet from John Carmack (can't seem to find it :( ) regarding this phenomena, that no one seems to be able to address, as if it's an industry wide inherent rendering problem with stereo.
I've spoke with the guys at Marmost about this issue and here was their take on the subject:
I think the same also happens in UE4.
Has anyone at Oculus come across a solution for this? It looks horrible on characters skin, you can feel it strain your eyes as you cannot converge on the highlight effect, even worse on reflection images.
With regards to reflections highlights rendered from IBL in Unity, in stereo we cannot converge on the specular highlight or reflection. I have a feeling there was a tweet from John Carmack (can't seem to find it :( ) regarding this phenomena, that no one seems to be able to address, as if it's an industry wide inherent rendering problem with stereo.
I've spoke with the guys at Marmost about this issue and here was their take on the subject:
I've had an experience similar to what you describe - not being able to focus on the reflected image quite right in scenes rendered in the rift (not just unity, but toolbag 1 and 2 and half life 2).
In the real world you'd get slightly different reflection images because each eye has a slightly different perspective on the shiny object, but you're right that in real life you can resolve images on such objects (at any distance including infinity). So I don't really buy " "" "'s explanation there - the problem i've experienced isn't insufficient reflection parallax but the opposite. I'll have to defer to him somewhat though since he has the goggles!
I think the same also happens in UE4.
Has anyone at Oculus come across a solution for this? It looks horrible on characters skin, you can feel it strain your eyes as you cannot converge on the highlight effect, even worse on reflection images.
