VR Mobile Stereoscopic overlapping eyes

juanpablogcjuanpablogc Posts: 2Member
in 3D

Using Godot version 3.3 rc7 mono (tried with several mono releases)

I understand that by default the stereoscopic arvrcamera should split in half the screen, the same size per eye, but by default the left eye is overlapped:

In the end I have change the values to MVRI.Oversample = 1.3f; mVRI.Iod = 7.15f; And tried several 16:9 resolutions in a Window and in the Device.

Why is overlapping by default?

Comments

  • TwistedTwiglegTwistedTwigleg Posts: 4,277Admin
    edited April 2

    Welcome to the forums @juanpablogc!

    I'm not sure why, I never really noticed when developing in VR. You may want to ask mux213 as I believe he wrote the framework for VR, so he may know why there is an overlap.

    Also:


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