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Perhaps try narrowing the optical field of view? You might test by holding the HMD away from your face. Or by unlocking the Vive side disks and adjusting the
by mncharity 9y ago
Perhaps try narrowing the optical field of view? You might test by holding the HMD away from your face. Or by unlocking the Vive side disks and adjusting the display outward. Or by using a thicker pad. A comfort-mode-like restriction of peripheral vision.
If it's your own page, you might try putting the Vive camera video in background. Doing passthrough AR, I regularly used Vive (and now WMR) down around 30 fps. But I displayed the browser directly in the HMD. So no WebVR display latency. And I don't do lens correction (old laptop with integrated graphics), which has a bit of a "comfort mode" effect. And no predictive tracking, so the rendered graphics have lag, but no judder. And displayed directly, it was easy.[1] So YMMV.
Depending on your level of desperation, there's my largely-abandoned WebVR-like stack for Vive on linux. But I didn't get around to supporting A-Frame, just Three.js. But by keeping it simple, some things the complex native WebVR stacks have struggled with these last 2 years on Windows, were much easier.
[1] https://cdn.rawgit.com/mncharity/node-webvr-alt-stack/master/packages/ew-vive-camera-video/examples/raw.html https://cdn.rawgit.com/mncharity/node-webvr-alt-stack/master...