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 Proper way to render for Oculus Rift 
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Cross Eyed!

Joined: Sun Aug 05, 2012 4:19 pm
Posts: 117
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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.


Mon Aug 13, 2012 10:31 am
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Petrif-Eyed
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Joined: Sat Sep 17, 2011 9:23 pm
Posts: 2220
Location: Menlo Park, CA
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This is an easy one to answer. Here's an open source implementation..

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


Mon Aug 13, 2012 10:42 am
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Cross Eyed!

Joined: Sun Aug 05, 2012 4:19 pm
Posts: 117
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Thanks! Gonna look into it


Mon Aug 13, 2012 10:54 am
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Cross Eyed!

Joined: Sun Aug 05, 2012 4:19 pm
Posts: 117
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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?


Mon Aug 13, 2012 3:29 pm
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