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New Participant
March 30, 2015

Split Screen

Hi there,

I've been able to get my Oculus to split across 2 screens, having the headset view, plus a different camera shown on the computer's monitor.

My issue is that to do that I've had to switch off the OVRManager script. This means that my new Oculus eye cameras don't have Chromatic Aberration settings, lens distortion or a DepthMask.

At the moment I'm managing to fudge it using Fisheye shaders and Vignetting, but it would be much better if I could use the Oculus standard settings for these... but I can't find them, and If I turn the OVRManager back on then I'm back to only one screen,

Thanks for any help or thoughts
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    5 replies

    Inspiring
    March 30, 2015
    I'm not sure I understand what you're trying to accomplish.

    Can you try explaining a little more clear what you're trying to do?
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
    New Participant
    March 31, 2015
    Hi,
    Thanks for your response.

    I'm trying to get the Oculus to show one thing in VR, and the computer monitor to show another camera angle.
    I have achieved this by switching off OVRManager in Unity, and making 3 cameras that render side by side stretched across the full 3480x1080 resolution of the Oculus and monitor combined.

    The problem I'm having is that because I turned off OVRManager, I no longer have all of the lens effects associated with the Oculus attached to the cameras (Fisheye, Chromatic Aberration correction, Depth Masks etc)
    I was wondering if there was any way to attach those settings to a custom made camera, or do I need to approximate them in Unity's image effects?

    Thanks,
    Inspiring
    March 31, 2015
    I think the best way to do this now is to use multiple computers and networking.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
    New Participant
    April 2, 2015
    Thanks for your response.

    I've actually managed to find this elsewhere:
    http://www.reddit.com/r/oculus/comments ... ay_mirror/

    In Unity 5, this works perfectly with Render Textures and the DirectToRift build as all pro features are free.

    Thanks
    New Participant
    April 10, 2015
    You are a life-saver David.