My best guess would be John Carmack, as I believe he's the one that figured out the distortion to be able to output the inverse of that directly from the game. My assumption is that he'll probably release that info as he wants the developers to have all the tools needed to push this thing to the next level.Emerson wrote:I'm curious--does anyone has solid data on the optics distortion on the Rift yet?
I'm working on a DirectX proxy dll that ought to be able to do the optics correction, but I need to jury-rig some sort of test mapping until I can get a real device.
Sidenote: I saw your Mirror's edge thing and OMFG!! how the hell did I not think of that as the first game to try the Rift out on, especially given how much I love that game. And the fact that you can remove all hints is like a dream come true for me in a video game. Too many video games these days baby us. Can't wait to get my Rift and try Mirror's edge on it once you finalize your code for it.
I'm assuming all of you pro developers are working on your versions of how to make this work best with each game and engine and whatnot. What about maybe even on the Rift site or something, if you make like a developers code base section. Then everyone can work on figuring stuff out together which might make the process easier. Something like a list of games that have been configured for use with the Rift. And then which code you need for each game, until we get a multi-game pack or something. And for SURE there should be a donate section where you could donate to the developers responsible for making each "Rift Certified Title". I'm sure nobody here would hesitate to chip in some coin for all the hard work you guys are all doing.