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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
MTBS3D RT @GetImmersed: The use of #futurecomputing in #healthcare was one of the prominent tracks at #Immersed2018, and we got to see some really…
MTBS3D RT @GetImmersed: Ricardo Wagner, Director of Product Marketing for #Office365 at @microsoftcanada, talked about their efforts to make moder…
MTBS3D RT @GetImmersed: Pascal Langlois, Founder of Collective Intent, talks about the potential of using motion capture technologies to re-enable…

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!