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4 replies

Participant
March 13, 2015
I don't believe it's available anywhere, I am about to write some code to generate it regardless of the current kit you're running.
Up and Coming
March 13, 2015
Doing it right requires knowledge of both the distortion algorithm and the user's head shape, since the objective is to stencil out the exact pixels that wont be visible for a particular user through the lens. The oculus automatic camera configuration might help by providing a camera frustum that is already pretty optimal, but chances are you will still get reduction in FOV for some users with a naive implementation.
Inspiring
March 13, 2015
I'm not sure if this will be included in the SDK integration. However you can probably hack it up youself.

Basically just draw a doughnut mesh around the viewable area in the scene. You should draw it first using DrawMeshNow ( http://docs.unity3d.com/ScriptReference ... shNow.html ). The polygons that are behind will fail the depth test (or the stencil test), which should be what you need.

Hope that helps.
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JoaquinGMAuthor
Participant
March 16, 2015
It's seems that you can't use stencil optimization and time warp because you could to mask some useful pixels.
Joaquin Gracia ITAINNOVA - Multimedia Technologies