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MTBS3D RT @IFCSummit: .@Dell’s Director of Virtualization and Commercial #VR and #AR is speaking at #IFCSummit. https://t.co/aBSSFDfmE6
MTBS3D RT @IFCSummit: .@tifcagroup’s International Future Computing Summit ushers in #clientocloudrevolution. #IFCSummit #PC #cloud #XR #VR #AR #A
MTBS3D RT @IFCSummit: Dr. Ali Khayrallah, Engineering Director for @ericsson speaking at #IFCSummit. #clientocloudrevolution #cloudcomputing #futu
MTBS3D RT @tifcagroup: TIFCA releases new #ClienttoCloud Vision Document and a $200 off code for @IFCSummit tickets. #TIFCA #IFCSummit #cloud #cli
MTBS3D RT @IFCSummit: .@tifcagroup releases new #ClienttoCloud Vision Document and a $200 off code for #IFCSummit tickets. #TIFCA #cloud #clientot
MTBS3D RT @MTBS3D: Interview with Shawn Frayne, CEO of @LKGGlass, #3D footage included. Alex Hornstein, CTO of Looking Glass Factory, will be spe…
MTBS3D Interview with Shawn Frayne, CEO of @LKGGlass, #3D footage included. Alex Hornstein, CTO of Looking Glass Factory,… https://t.co/sMLRxLd7eE
MTBS3D RT @IFCSummit: #IFCSummit is proud to announce @intel as a Platinum Sponsor! #Intel #futurecomputing #cloud #gamedev #AI #AR #VR https://t.…
MTBS3D RT @IFCSummit: IFC Summit is proud to announce @AMD as a Silver Sponsor for #IFCSummit! #CloudComputing #FutureComputing #AI #gamedev #AR #…
MTBS3D RT @IfcSummit: IFC Summit welcomes Professor Bebo White to our futurists panel. @beboac is a Department Associate (Emeritus) at the SLAC Na…
MTBS3D RT @IfcSummit: Nima Baiati Global Head of Cybersecurity Solutions for @Lenovo is speaking at #IFCSummit. #IFCSummit2019 #CyberSecurity http…
MTBS3D RT @IfcSummit: Jeffrey Shih Lead Product Manager for @unity3d’s efforts in #ArtificialIntelligence is speaking at #IFCSummit. #IFCSummit201
MTBS3D RT @IfcSummit: We are excited to welcome Director in Privacy and Security, Paul Lanois, for @Fieldfisher as a speaker at #IFCSummit. Paul…
MTBS3D Jim Jeffers talked about @intel’s efforts to enable over a billion users with creative and computing tools.… https://t.co/Z9fi0pS8xp

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!