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#1
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If the FOV set in Vizard does not match the physical FOV of the display then it will appear distorted. Since the user is much further away from the monitor than the HMD, the FOV of the monitor window is less relative to the user's total FOV. You may need to have a large monitor or multiple monitors to reproduce the same FOV of the Oculus. You can calculate the vertical FOV of the display using the following:
verticle FOV = 2*arctan((H/2)/D) H = height of display and D = distance of viewer from screen |
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#2
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Great input, thanks a lot!
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#3
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I have another question about the actual FOV (vertical and horizontal) displayed through Oculus Rift DK2. I use the viz.MainWindow.getHorizontalFOV() and viz.MainWindow.getVerticalFOV() in the
PHP Code:
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#4
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Query Oculus FOV
I have the same question. Is there a way to query the total (stereo + monocular) field of view rendered inside the Oculus?
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#5
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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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#6
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Quote:
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| field of view, oculus rift |
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