Search

MTBS3D RT @IFCSummit: Daryl Sartain is Director & Worldwide Head of #XR, Displays, and Wireless Ecosystems for @Radeon at @AMD. He is also Chair o…
MTBS3D RT @IFCSummit: Arvind Kumar is a Senior Principal Engineer for @intel @IntelSoftware. At #IFCSummit he explained the workings of the Client…
MTBS3D RT @IFCSummit: Neil Schneider’s #IFCSummit opening presentation. #CloudComputing https://t.co/CFqiNxSzPV
MTBS3D RT @IFCSummit: Our #videogames in the #clienttocloud revolution is going on now featuring @playhatchglobal @AccelByteInc @awscloud and @Sha
MTBS3D RT @IFCSummit: On stage now, the #Crypto and #Blockchain markets with Professor Bebo White @bebo and Melissa Brown, Senior Director Develop…
MTBS3D RT @IFCSummit: Finishing off our busy morning is Mark Morrison, Director of Sales for @magicleap. He was talking about Building ROI in the…
MTBS3D RT @IFCSummit: Dominique Pouliquen CEO of @CintooCloud did a live demo of their #clienttocloud technology. #IFCSummit #CloudComputing #VR h…
MTBS3D RT @IFCSummit: Next up is Stefan Holzer CTO of @fyusioninc on Democratizing #3D Content for #ecommerce. #IFCSummit #FutureComputing https:/…
MTBS3D RT @IFCSummit: Enabling an Immersive World panel moderated by Kevin Krewel of @tiriasresearch with Alex Hornstein CTO of @LKGGlass Rama Kri…
MTBS3D RT @IFCSummit: Vinay Narayan VP at @htcvive starts off the morning for us here at #IFCSummit. He is speaking on how #5G is powering the nex…
MTBS3D RT @IFCSummit: We finished the first day of #IFCSummit with a great Futurists Panel moderated by @deantak of @VentureBeat with @awscloud @D
MTBS3D RT @IFCSummit: Some highlights of our busy morning here at #IFCSummit. With @IntelSoftware @AMDPC @AMDGaming @jonpeddie #futurecomputing #C
MTBS3D RT @IFCSummit: Hours left in our #Halloween  flash sale! Take over 600.00 off the price of a ticket today only! 👻🎃🧛🏼‍♂️🧟‍♀️#IFCSummit #Clou
MTBS3D RT @thekhronosgroup: Today only! Get access to the @IFCSummit for only $349. Happy Halloween! https://t.co/eg2jOce4eQ
MTBS3D RT @IFCSummit: #Halloween flash sale! Take over 600.00 off the price of a ticket today only! 👻🎃🧛🏼‍♂️🧟‍♀️#IFCSummit #CloudComputing #CloudGa
MTBS3D RT @TheFoundryTeam: Mathieu Mazerolle, our Cloud Product Manager will be speaking at The @IFCSummit running November 5-6, 2019 at the Compu…

MTBS' VR Settings Guide


Calibrating Generic 3D Drivers

The generic technique should work with head mounted displays that are using drivers that don't have the SHOCT feature.

Remember that "infinity" refers to the point in the scene where your eyes are pointed straight ahead and have no need to turn outward. We have to prevent our eyes from pointing outward (i.e."divergence") because it's both uncomfortable and painful.

In this part of the guide, when we are talking about the lens center, we are talking about what our eye sees as the center, and not the actual hardware or shape of the glass. As all our eyes aren't the same, what is considered "center" could be a little different for everyone.

1. Find a suitable environment

Try to find a place in the game where you have buildings or tall objects in the far distance.

2. Turn Off the Crosshair
Lose the crosshair if possible, locate a far away object.
If it's easy to do, turn off the game's crosshair. Part of this technique requires us to see past what we are looking at, and the crosshair can be misleading.


3. Align your RIGHT eye

Open JUST your right eye, and place a far steeple or the edge of a distant building in the center of the lens (what your eye considers the center of the lens!). Don't move your mouse or head tracking once you have done this!

4. Compare to the LEFT and adjust separation!

Open JUST your left eye. Look at the edge of the object you are paying attention to while separating. If it's to the left of the screen center, the separation is too high. If it's to the right of the screen's center, then there is room to separate more.

While making separation adjustments, regularly align the right eye's object edge so you are getting an accurate measurement to the left eye's equivalent.

5. Converge, Converge, Converge!
Reasonable convergence setting for an HMD.
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.

Using the convergence hotkeys and alternately opening and closing each eye, do your best to get the edge of this wall or table corner to match up. It's acceptable if the left view crosses or overshoots the right (converges), but it can only be by a little.

6. Final Checks and Balances

Again look at a far distant object or building edge and have it placed in the center of the right lens and compare to the center of the left. Carefully adjust to make sure the object isn't going beyond the boundaries of the center of each lens (not to the left of center in the left lens, and not to the right of center in the right lens).
Properly Calibrated VR Settings With Generic DriversWalk 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 or tiring, so don't try to force things!  Game environments and camera views can change, so be prepared to re-adjust and compensate.

That's it!