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Why does OpenVR eye seperation break w raymarched shader
I have both Oculus and Vive headsets. Using Oculus SDK all is right with the world... but with OpenVR (either headset) the amount of eye separation per distance is opposite of what it should be. Further into the scene separation per eye grows instead of shrinks. So objects up close are converged to close the the same per eye and at distance each eye has a very different image as if your eyes are twenty feet apart.
I have tried changing the camera rig scaling and doing that can set where in the scene left and right eyes converge to same image but it is still opposite of what it should be regarding convergence at distance. On the oculus sdk/headset, scale of 1,1,1 works great without any changes.
Here is a sample project setup to show the problem. Using an oculus rift, load up either scene in this project and run it. you will see that using OpenVR sdk the image per eye is way off. Set Pref/Project/VR to OculusSD$$anonymous$$ and run again and you will see that it is correct and easy on the eyes. Any ideas how to fix it so that OpenVR works like the OculusSD$$anonymous$$ does?
sample project: https://www.dropbox.com/s/riob65bvo7ktw8x/VR-Raymarching.zip?dl=0
Answer by blaher · Jul 25, 2017 at 11:37 PM
still having issues and not sure where else to get help on this. Any ideas are welcome. I'm happy to do research on anything someone thinks may be the cause... just not sure what else to look up
I have exactly the same issue, I'll let you know if I find a solution - please do the same if you find a fix!
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