How you setup Skyboxes and other stuff

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Viewing 10 posts - 16 through 25 (of 25 total)
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  • #196606
    jeq
    Participant

    Yes i have focal at zero. Not sure why it feels that Infinity distance is changed on two other modes than fullVR, and If look at edges of those modes you can see that game Infinity stops to screen edge distance, which is inside of that virtual room where your couch is. Right when change to fullVR whole scene goes back of that screen, objects which goes to infinity distance and planet feels huge.

    And yes kerbal is Unity 5 game, gameprofile is near perfect now.

    #196607
    Ralf
    Keymaster

    Like said above I’ll experiment with giving you more control by changing the perceived depth of the screen relative to the game, which in contrast to doing it the other way around would not come with the negative side effect of creating situations where your eyes have to diverge. No promises though.

    Whenever topics like this come up I’m under the impression that noone tinkering with this is considering the special circumstances of VR which in contrast to traditional S3D adds another layer of complexity since VR allows to handle S3D without the comfort issues that traditional S3D always has been plagued with.

    #196609
    jeq
    Participant

    Thanks. If you got it to work i think gonna help with breakthrough.

    #196610
    Ralf
    Keymaster

    Mind a personal question? You come from a S3D enthusiast background, right? Not all you may have learned from that applies 1:1 to VR.

    #196611
    jeq
    Participant

    No background, just VR hobbyist. Used 3D Vision like 20 years ago :D I just like try to figure out things myself. For now i am just your customer.

    #199423
    jeq
    Participant

    Hey i understood this problem now why it happen. If you move screen further i get close To infinity range for shaders but if i move screen closer it moves objects closer to user, including infinity range (shaders with no transform) . Unity 5 base profile, havent tried it on other games yet but probably every game has this

    Is covereage something i can change when authoring own game profile

    #199429
    jeq
    Participant

    Part of this might be steamVR problem actually, because People have different ipd they had to use smallest eye distance. If you think about VR games, you havent experienced a thing where something is huge, if you fly at googleVR it should feel like it is possible drop to surface, that doesnt happen on any game because immersion isnt realistic enought, that is problem which takes People out of VR for months before coming back.
    That said VR Mode of vorpx gives that depth which i havent experienced on other VR games so steamVR cant fix immersion mode bringing far plane closer. There is moments where when flying or looking stars on my back gets my feet tingling as should be expected.

    #199468
    jeq
    Participant

    Managed to get immersive screen infinity with advanced shader authoring by changing screen offset of right eye, this method however breaks at VR screen and if you change distance of immersive screen, so it’s something i could only do for personal profile, not something good to share. If there was some min and max adjuster for this related to screen distance i could be able to make it work for public.

    #199469
    jeq
    Participant

    Started conversation on SteamVR community in hopes Valve adds function for this, because there is natural VR games which lacks that depth too.

    That wouldn’t help with VorpX tho, if you change infinity range trought steam VR it would mess loft.

    #199522
    jeq
    Participant

    Edit: Managed to increase more depth now, switching vorpx render mode to VR or immersive doesn’t break it out now, just had to find right values. Unity5 base profile didn’t give enough depth but now have just right amount. Switching between this new profile and older profile is day and night to explain what i meant with infinity distance and why it doesn’t work most of VR games. There is other problems tho when tweaking depth (right camera offset) that some shaders (lights and shadows) needs readjusting after doing so. Shadows were anyways at wrong position so no big deal. I am not sure how to adjust them, and which tool to use to do so.

    I am not honestly sure if am doing this all offically correctly, using that ‘TEST’ named type of manipulator at vorpx and not sure if i should use it for all this or not, but it seems very powerful tool.

Viewing 10 posts - 16 through 25 (of 25 total)
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