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MTBS3D It’s been a major boon for the Client-to-Cloud Revolution at #E3. #E32019 #E319 #GoogleStadia #BethesdaE3https://t.co/IqIrR81D8o
MTBS3D RT @IfcSummit: Sixth International Future Computing Summit Moves to Silicon Valley November 5-6, 2019. Open Call for Visionary Speakers and…
MTBS3D RT @GetImmersed: We’re moving to Silicon Valley! @IfcSummit November 5 & 6, 2019 at the Computer History Museum in Mountain View, CA. Call…
MTBS3D Julien Le Corre, Lead Developer at @InnerspaceVR , talked about their latest #VR escape room title The Corsair's Cu… https://t.co/uuOT6SG0NA
MTBS3D As fun as Arizona Sunshine is in traditional #VR, @Vertigo_Games took it up a notch by transforming it into a locat… https://t.co/YkGpv2wLMM
MTBS3D .@OfficialGDC would not be complete without visiting SVVR's annual #VR Mixer! In today's interview, we catch up wi… https://t.co/hibivrbYdq
MTBS3D Spencer Jackson, Software Engineer at @NordicTrack, talks about their latest iFit #VR Bike paired with an #HTCVivehttps://t.co/5b2uD9Hoa9
MTBS3D William Provancher is the CEO of @TacticalHaptics. He demonstrated their latest haptics controllers for us in this… https://t.co/Ir1Cog8bRI
MTBS3D Gaspar Ferreiro is the CEO of Project Ghost Studios. In this interview, he talks about their new Project Ghost dem… https://t.co/T2xz1VdtGI
MTBS3D .@EpicGames had loads of news to share at @OfficialGDC. Marc Petit is the General Manager of #Epic's @UnrealEnginehttps://t.co/CnqpGAB2f4
MTBS3D Chris Hook, Graphics & Visual Technologies Marketing Chief for @intel spoke to us during @OfficialGDC. We talked ab… https://t.co/ji6AKJpfwM
MTBS3D We interviewed @networknextinc at #GDC2019. They are in the business of ensuring the best connectivity and lowest l… https://t.co/87b06uMAm7
MTBS3D .@reality_clash is a developing #AugmentedReality combat game. We got to interview Tony Pearce, the CCO and Co-Fou… https://t.co/24P5kLz0Ef
MTBS3D Robots explode at #GDC2019 with @FuturLab. They have a new title for #PSVR called Mini Mech Mayhem. #GDC19https://t.co/JiIuJgGZ64
MTBS3D .@zerolatencyVR has a number of #VR out-of-home entertainment centers around the world, and we got to catch up with… https://t.co/NZJBVyRUWz
MTBS3D RT @GetImmersed: Dr. Ofer Shai is the Director of Omnia AI at @DeloitteCanada. He talked about the misconceptions about #ArtificialIntellig

MTBS' VR Settings Guide

Introduction

Now that the Oculus Rift kits are getting in game developers'...and let's face it...gamers' hands, there is a serious concern to be aware of. With a stereoscopic 3D display like a TV or monitor, it's very easy to see the left and right perspective at the same time and quickly make adjustments so your S-3D gaming experience is a comfortable one. Unfortunately, we don't yet have the ability to do the same thing with a Head Mounted Display like the Oculus Rift. We can see some interactions that are cloned on our computer display, but it doesn't really tell us anything useful.

This is a serious issue because if the settings are wrong, the gaming experience will not only be unfulfilling, it will be needlessly painful.

Vireio Perception Logo

While many game developers are planning dedicated VR support, a lot of consumers are enjoying immersive games today with the open source Vireio Perception drivers.  Unlike a dedicated VR game, drivers can run by the seat of their pants, and gamers really need at least some understanding of how 3D works so they can comfortably play their games and get the best results.

This step by step guide will tell you everything you need to know to get your games running with stereoscopic 3D drivers in the most comfortable and effective manner possible. While it won't solve problems like game or driver bugs, we think this will enhance your VR experience immeasurably.

These techniques only apply to drivers that use true left and right camera stereoscopic 3D rendering (e.g. The Vereio Perception drivers). 2D+Depth or 3D rendering based on a single camera view isn't the same type of 3D, and we don't know if these recommendations will be applicable.