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  #1  
Old 12-15-2015, 04:15 AM
Qiliang He Qiliang He is offline
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Great input, thanks a lot!
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  #2  
Old 12-15-2015, 12:28 PM
Qiliang He Qiliang He is offline
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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:
\examples\devices\oculusExample.py 
script, and it returns 35.58 and 40 respectively. I don't think these values are true, because if I use viz.MainWindow.fov(40), the images are largely compressed. Is there any way to get the actual FOV from the Vizard console?
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  #3  
Old 02-04-2016, 12:57 PM
performlabrit performlabrit is offline
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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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  #4  
Old 02-05-2016, 01:04 AM
Erikvdb Erikvdb is offline
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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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  #5  
Old 02-05-2016, 08:09 AM
Qiliang He Qiliang He is offline
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Quote:
Originally Posted by Erikvdb View Post
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).
You are right, and I just need to know the FOV parameters in the ballpark. For my experience, it seems that the DK2 has a 65 degree vertical and 90 degree horizontal of FOV.
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