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Old 02-05-2016, 02:04 AM
Erikvdb Erikvdb is offline
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Join Date: May 2013
Posts: 63
Does it really matter to get an exact number though? Even if you can calculate the exact FOV that is rendered within the Oculus, the actual visual field of view that people have within the goggles depends on the distance between their eyes and the lens (which is different for every person). Also the edges of the lenses are blurred, so the edges of the rendered image aren't actually as visible to the user as they would on a flat screen.

What I've done a while back is create a 3D model of a room with a grid texture on the walls with a fixed camera inside and then change the desktop fov until it visually matched the image I could see in the Oculus. I believe I got somewhere between 60 and 65 vertical fov (with DK1).
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