Thanks to the tireless work of MTBS’ community, we have been having regular public build releases of the Vireio Perception drivers. We’re at a stage now where there are core functionality concerns that need to be rectified to take their enjoyment to the next level.
Here are our current priorities:
1. Calibrated Game Profiles
While the SHOCT tool has been getting positive feedback, it’s problematic if the game’s starting profile has certain elements out of whack. For example, if the images are reversed or if the convergence is way off base, it’s a lot harder to diagnose the problem to get the best settings; and SHOCT has nothing to do with that. The current build allows image reversals and SHOCT settings to be saved now, so we’ll get the profiles refreshed to contain this start-up data and make things much easier to optimize from the start.
2. Time Differential
The current drivers have a problem where the left/right views aren’t simultaneously shown and are instead updated one after the other. So instead of having left/right views on the screen showing the exact same instant in time, the display updates left, right, left, right, etc. Depending on the speed of the user’s computer, this may not be noticeable. For others, it’s really distracting and takes away from an otherwise positive VR experience. This needs to get solved, and steps are being taken to do just that.
3. DirectX 9, 10, and 11 support
DirectX 9 is yesterday’s (er, “the land before time”) technology. We are adding additional API support.
4. Bonus Features & Ideas
We have a lot of cool ideas we want to try with the Vireio Perception drivers. Really innovative stuff that will make existing PC games completely playable and enjoyable on the Oculus Rift and devices like it. We need time to test our theories out, but we are excited about it!
So keep a sharp eye on MTBS, continue sharing your thoughts and ideas in our forums, and be patient! It’s just the calm before the storm…