What exactly does changing IPD do?
Does changing the IPD simply change how far apart the virtual cameras are in Unity?
I haven't been able to find anywhere that states exactly what the Oculus Rift does with the IPD value.
Do they take into account the fact that the user's eyes won't be looking directly through the center of the lens?
Do they use the IPD value to attempt to correct the refraction that looking through the sides of the lenses would cause?
Or is the Oculus Rift not that complex?
Basically, does IPD simply change the distance between virtual cameras or does it do more than that?
I want to be able to change the IPD in real time, and I think I found a way to do that. But I'm not sure if there's anything else Oculus does that I'm not taking into account.
Any help is appreciated. Thank you!
I haven't been able to find anywhere that states exactly what the Oculus Rift does with the IPD value.
Do they take into account the fact that the user's eyes won't be looking directly through the center of the lens?
Do they use the IPD value to attempt to correct the refraction that looking through the sides of the lenses would cause?
Or is the Oculus Rift not that complex?
Basically, does IPD simply change the distance between virtual cameras or does it do more than that?
I want to be able to change the IPD in real time, and I think I found a way to do that. But I'm not sure if there's anything else Oculus does that I'm not taking into account.
Any help is appreciated. Thank you!
