MTBS3D It's Always Sunny in Philadelphia goes #VR 360 tonight! @alwayssunny #SunnyFXX #VirtualReality
MTBS3D On this week's show #Zenimax vs #Oculus verdict, and an interview with Tero Sarkkinen, Founder of @BasemarkLtd! #VR
MTBS3D Judgement Served With a $500 Million Bill For Oculus. #Oculus #Facebook #ZeniMax #VR
MTBS3D Bertrand Nepveu of @Vrvana talked with us about their latest HMD upgrades at @CES. #CES2017 #VR #AR #MixedReality
MTBS3D .@panasonic discussed their new 220 degree FOV VR HMD with us at @CES. #CES2017 #Panasonic #VR #VirtualReality
MTBS3D .@NGCodec is working on a cloud-based #VR platform. They showed us the potential at @CES. @OlyG #CES2017
MTBS3D We interviewed @SamsungCanada's Chief Marketing Officer at @CES. #CES2017 #GearVR #Oculus #VR #VirtualReality
MTBS3D We spoke w/@ImmerVision at @CES. They make 360 panamorph lenses for several leading 360 camera systems. #CES2017
MTBS3D We spoke w/@ImmerVision at @CES. They make 360 panamorph lenses for several leading 360 camera systems. #CES2017
MTBS3D We spoke to Mark Childs, Chief Marketing Officer for @SamsungCanada at @CES. #CES2017 #GearVR #Oculus #VR
MTBS3D We spoke to @kwikvr_sgx about their new tetherless #VR enabling prototype at @CES. #CES2017 #VirtualReality
MTBS3D We interviewed @GoTouchVR at @CES about their new haptics device prototype for #VirtualReality devices. #CES2017
MTBS3D RT @Robertsmania: Still freaks me out to see myself on videos... Do I really sound like that?!? #VR #SimRacing @MTBS3D #CES2017 https://t.…
MTBS3D We spoke with @htc at @CES about their new audio add-on for the @htcvive, Vive Port, #VR arcades & more! #CES2017
MTBS3D We spoke to @FibrumVR at @CES about their HMDs for mobile phones and growing ecosystem of games! #CES2017 #VR
MTBS3D .@AMD spoke with us at @CES about the long awaited Vega GPU architecture coming up around the bend! #CES2017 #AMD
MTBS3D @DARKFiB3R Have you received it yet?

MTBS' VR Settings Guide

Calibrating Vireio Perception Drivers

"Infinity" refers to the point in the scene where your eyes are pointed straight ahead and have no need to point outward. We have to be 100% certain our eyes are not being forced to point outward because that is considered "divergence" and is both uncomfortable and painful to experience.

1. Press CTRL-I to activate the Schneider-Hicks Optical Calibration Tool (S.H.O.C.T.).
Activate SHOCT!
In "Separation" mode, two vertical lines will appear; one for each lens. While looking straight ahead, open one eye at a time, and move each red line to the dead center of each of your eyes.  Use CTRL-O and CTRL-P to control the left line, use CTRL-K and CTRL-L to control the right.  While estimating the location according to what you see, ignore the game's crosshair and HUD because this may not actually be perfectly centered on each of your eyes.

Now that the SHOCT lines are properly set, we have the information we need to determine the best and most effective settings for your VR gaming experience!

2. Time to Separate
Not enough separation!
As you increase the separation, the distant objects in the left lens should move left, and the same objects in the right lens should move to the right. If you reduce the separation, the opposite happens.

Open JUST your right eye, and overlap the SHOCT line over a far steeple or the edge of a distant building. Don't move your mouse or head tracking once this is achieved!

Now close your right eye, and open your left. If the object is to the left of the SHOCT line in your left eye, then the separation level is too high. If the object is to the right, then the separation needs to be increased to add the sensation of depth. Gradually reduce and increase the separation while alternating between your eyes to get the image to appear on both SHOCT lines.

As you are increasing or reducing the separation, you will need to reposition the right SHOCT line on the object so you are getting an accurate measure between the left and right view.
Hit CTRL-I until the SHOCT lines are turned off. If the imagery is still uncomfortable to view, don't panic because we haven't finished yet!

HINT: If you are using an Oculus Rift, you can set your computer up to have the left/right view appear on your computer monitor at the same time as your HMD. After the SHOCT lines are set, they can be used as a reference point. Thanks to this calibration technique, you can easily see if the objects are properly placed even without wearing the Rift!

3. Converge, Converge, Converge!

Even though the separation is set, the game can still be uncomfortable to play if our convergence isn't properly adjusted. Have your game character walk to a corner of a wall or table. It's important that the object is easily viewable in the center of the screen.
Reasonable convergence setting for an HMD.
Press CTRL-I until you are in "Convergence" mode.  There will be a blue SHOCT line in each eye.  The right eye is a single vertical line, while the left has a vertical line, plus horizontal markers.

Do your best to find a vertical object standing at a 90 degree angle.  The corner of a wall or table is best.  Align the SHOCT line in the right eye flush against the object's edge.  Now looking at the left eye, you will see where the object's edge is relative to the 0 parallax line.  While we recommend trying to set this to 0 parallax, it could also be attractive to set this to negative one or two basis points.  You will have to experiment with each game.  Remember that positive convergence means into the screen, and negative convergence brings things out.  With an HMD, it's recommended to be modest with the negative convergence.

HINT: Thanks to the convergence SHOCT lines, you can take your HMD off so you can see what is happening and make more accurate adjustments.  As you are setting convergence, you will need to regularly realign the right eye with the SHOCT line!

4. Final Checks and Balances
Properly calibrated separation settings using SHOCT.
Turn the SHOCT lines on again by hitting CTRL-I. Choose an object in the far distance, and again adjust the separation so the same object in each respective lens is overlapped by a SHOCT line.

Again, walk to the table or wall corner and make sure it is converged as you intended. This is just a precaution as it's unlikely you will have to readjust this.

If there is any remaining discomfort, gradually reduce the separation setting.  Using your eyes shouldn't be painful, so don't try to force things!  When in doubt, turn the SHOCT on to quickly check that the separation of distant objects are in line with what your eyes are accustomed to.  Game environments and camera views can change, so be prepared to re-adjust and compensate.

That's it!