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sucajParticipantRalf, any response to my thoughts above? VorpX isn’t cheap, and I spent a GREAT deal of time tweaking to get an only barely acceptable result, so it would be nice to hear that the resolution scaling issues are being addressed. Thanks for your time.
sucajParticipantok! I did a great deal more troubleshooting and tweaking, and have basically reduced the effect to be unnoticeable. However, how I did so is totally unreasonable. Here are my findings.
– Ralf, you’ve suggested that VorpX works best at resolutions of 4:3 or 5:4. Although these resolutions certainly reduced the fisheye effect, and reduced the appearance of everything being stretched vertically, at 1280×1024 (5:4) the distortion was still present and greatly noticeable. However, a combination of carefully tweaking the image zoom, the game’s FOV, setting the “simple” aspect ratio correction, and tweaking the eye offset resulted in a greatly reduced fisheye effect. To me, this indicates that the distortion shader is not scaled or changed properly based on VorpX’s settings… unlike Vireio, Tridef and other stereo solutions out there.
– Although a 4:3 resolution of 5:4 is suggested, I noticed that 5:4 was still less stretched and better than 4:3. This indicated that the more square the resolution, the better VorpX hadles it. Confirming my suspicion, I was able to add a custom GPU-scaled square resolution of 1280×1280 (1:1), which successfully eliminated the effect entirely. Hmmmm.
Ralf, I urge you to please reconsider how you are implementing your image projection and applying your distortion shader. Neither Tridef nor Vireio have such issues with aspect ratio or image distortion. Neither Tridef nor Vireio require any sort of aspect ratio correction, and both work fine with not only 16:9 resolutions, but ANY resolution that you throw at them. The distortion shader is scaled properly no matter how the image is zoomed, what your FOV is, or what your stereo separation settings are. Requiring users to use 4:3 or 5:4 resolutions within a very thin margin of ‘correct’ stereo settings is a clear indicator that something is horribly broken in VorpX’s rendering. Since Vireio is open source, I really hope you can take a look at it’s implementation and apply your findings to VorpX. You clearly have a better sense of polish and product than Vireio… but despite the fact that I paid for it, I unfortunately find myself using Vireio more often simply because the rendering is vastly superior.
sucajParticipantMail sent. For the record, vignette scaling has no effect on the distortion either.
sucajParticipantI’ve spent so much time staring at my Rift trying to solve this issue that I feel fairly strongly that the AR correction has nothing to do with it… the various AR modes certainly have an effect, but overall, contrary to what you’re saying, “Smart” is one of the modes with the LEAST amount of distortion.
sucajParticipantLike I said, the issue is present on every single VorpX video on YouTube as well, so it’s not just my system. It’s also worth mentioning that the aspect ratio of every game I’ve tried seems stretched vertically using VorpX (other than the letterbox 1 AR mode). There is something strange going on with VorpX vs every other Rift solution, which is quite frustrating since VorpX is the most expensive and doesn’t have a trial. It’s pretty disappointing to hear that not only is there not a fix in the works, but that you either can’t reproduce or somehow don’t notice it.
Letterbox1 is the only AR mode that has what appears to be a correct aspect ratio and the least amount of distortion, but it still doesn’t take up the full FOV at current max zoom levels. Would you at least be able to make next version of VorpX allow us to zoom in further?
sucajParticipantHi Ralf – Right, I’ve read a similar response from you before, but there is clearly some other factor involved as distortion is present in all configurations and scenarios, not just those two specified. When using Smart AR and/or 2D FOV correction , the distortion effect is clearly exaggerated, but they are definitely not the causing factor. Using any of the AR modes, at all resolutions, at any zoom or FOV level, results in clearly visible “fisheye” distortion on all edges, not just the top on bottom. Like I said, this distortion is not present in any other driver or rift game. Other posts around the internet indicate that I am not alone.
Also, I’m using Vignette scaling at it’s max of 1.30 and can still very clearly see all edges on Letterbox1 mode. I’m using the A lenses with the screen as tight in as it goes.
sucajParticipantAnd just to elaborate on my troubleshooting process, I did notice this thread and others like it:
As suggested, I tried 5:4 and 4:3 resolutions such as 1280×1024 and 1600×1200 using all of the various aspect ratio correction methods. The effect was alleviated, but it’s absolutely still there.
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