Meant to be Seen
https://www.mtbs3d.com/phpbb/

Proper way to render for Oculus Rift
https://www.mtbs3d.com/phpbb/viewtopic.php?f=140&t=15294
Page 1 of 1

Author:  Kajos [ Mon Aug 13, 2012 10:31 am ]
Post subject:  Proper way to render for Oculus Rift

I know this is a little bit early, but I already wanted to set up a little game/engine, and maybe, just maybe try it out at Gamescom, if that's possible (I have no idea, and it's quite a blunt plan :) ).
Anyway, I would like to know how to render properly for the Oculus Rift.

I have confusion about this and was wondering if someone knows the answer:
- Would rendering at 90 degree FOV be enough? If not, what is the difference (in laymens terms)
- Or do I need to warp with a frament shader/vertex shader as well? Will warping with a fragment shader cause loss in quality (that's what I would presume)?

Major thanks.

Author:  brantlew [ Mon Aug 13, 2012 10:42 am ]
Post subject:  Re: Proper way to render for Oculus Rift

This is an easy one to answer. Here's an open source implementation..

http://www.mtbs3d.com/phpBB/viewtopic.php?f=138&t=15086

Author:  Kajos [ Mon Aug 13, 2012 10:54 am ]
Post subject:  Re: Proper way to render for Oculus Rift

Thanks! Gonna look into it

Author:  Kajos [ Mon Aug 13, 2012 3:29 pm ]
Post subject:  Re: Proper way to render for Oculus Rift

Okay, so I looked at the sample you gave, which is quite nice. I have still have a question though: do I need to adjust the barrel warping? As I render with a 90 degree fov and I take it the barrel warp was designed for lesser fov. Is this the case?

Page 1 of 1 All times are UTC - 6 hours
Powered by phpBB® Forum Software © phpBB Group
http://www.phpbb.com/