Continuing with observations about Oculus Rift HMD.
It's good to pay some extra attention to aligning eyes with the lenses. It's quite easy to be a bit off vertically, at which point things appear blurrier than they should. At some point I kept shortening over-the-head strap, trying to fix that problem. Until I realized I should actually lengthen it a bit and tighten the horizontal strap instead.
A bit more testing of OVR SDK with Unity... I noticed I get considerable amount of extra tracker lag if I use the Direct3D 11 renderer. I don't know much about the innards, but my wild guess is that maybe there's longer swap chain or something. So I guess it's better to disable the D3D11 for now.
Here's my first test to play around with OVRPlayerController from the SDK. Better to start with the basics. :) If you like, you can think of this as a game where you have to find the hemisphere.
Windows executable: http://jet.ro/files/OVRtest_find_the_hemisphere.zip
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