3 ms·
Is there public data/or a spreadsheet/simulator for eye/relief:fov (I assume data for the A-C cups aren't relevant anymore) and accounting for binocular overlap
by lhl 13y ago
Is there public data/or a spreadsheet/simulator for eye/relief:fov (I assume data for the A-C cups aren't relevant anymore) and accounting for binocular overlap?
Also is there technical documentation on the prewarp shader and pixel density/perceived resolution? I'm interested particularly in text rendering, so really looking forward to the low persistence displays!
- nrp 13y agoThe best practices guide covers the design side of angular resolution and binocular overlap: http://static.oculusvr.com/sdk-downloads/documents/OculusBestPractices.pdf http://static.oculusvr.com/sdk-downloads/documents/OculusBes... There are technical details on distortion correction in the SDK guide: http://static.oculusvr.com/sdk-downloads/documents/Oculus_SDK_Overview.pdf http://static.oculusvr.com/sdk-downloads/documents/Oculus_SD... Much of this is in flux as we improve on both the methods and the specific implementations, but the guides will be updated as we get there.