Accurate VRC VR Stereo Separation values#3
Accurate VRC VR Stereo Separation values#3Superbstingray wants to merge 7 commits intoaurycat:mainfrom
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Update Stereo Separation calculation to be accurate to VRChat's separation & offsets
Update to the stereo separation calculation to make it accurate to VRChat's separation & offset
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Hi! Sorry for the delayed reply. |
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Thanks for responding, and sorry for not providing an explaination for this change. Current stereo calculation:StereoIssue.mp4Updated stereo calculation:Poststereofix.mp4The SteamVR world scale is altered to exaggerate the problem for the video. The slight visual inaccuracy from not offsetting the camera Z position is obviously not normally that noticeable. Applying this change fixes this: This removes the need for the 'hack' of using thick frames around the portals to mask the stereo inaccuracy, as it makes the separation values/position true to the actual VRC player eyes. I've tested this change with the Index and the original Vive so I can only assume this improvement will translate to other headsets. If/when you have time I would recommend testing this change if you have doubts about whether it's good, or works as intended. |
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Hmmm, I'm confused about this one. The warbling you show in the first video is something I worked very hard to eliminate while developing this prefab, and in my own testing it doesn't happen at all. The thick frames in my demo world are actually just intended to be aesthetic; in another world I'm working on (the world I actually made this prefab for in the first place!) I have a few completely seamless portals that you don't even notice walking through. They have no frames, just like the portal in your video. At least on my headset (Index) and the Bigscreen Beyond (while I had it, before I returned it lol), I had zero misalignment with my existing code. Now, the thing you said here is interesting me:
I suppose it's possible that I just haven't noticed any misalignment since I haven't exaggerated the world scale. Can you tell me how to do that so I can try to reproduce it myself? Theoretically, if the existing code already works perfectly for me, then applying this edit should make it worse for me. So I'll try out the edit and see what happens. |
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I did some more testing with someone who helped me with my original portal prefab before I discovered you had published this one, along with some new testers using the same headsets: Index and the original Vive. The new testers noted that passing through the portal didn't look entirely seamless with the change that makes it seamless for a few others, including myself. After adjusting every setting I could find on VRChat and SteamVR's side including settings reset and reinstall I’m at a complete loss as to what the difference could be, but I'll keep investigating to see if I can find why and also if theres a way to detect it and account for it. I can mostly rule out that the problem isn't headset, avatar, or in game height related but I will continue testing. As for the thick portal mesh I understand the usage in doing so, it makes perfect sense. However my assumtion was about the frame around the actual portal which in my case does happen to serve the secondary purpose of masking if it's not rendering with 100% accuracy as it is for me, sorry for the misunderstanding. And I'm running a GTX 1070Ti, driver version 565.90 in the odd chance that even has anything to do with it. |
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After a lot of testing I am still unable to pinpoint the exact difference in hardware or software that causes this problem, nor have I found a reasonable or reliable way to detect and account for it. I will close this PR and reopen it as an issue if I figure anything else out in future. |
So weird! Sorry you're having this issue :( Thanks for looking into it so thoroughly, though! |
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Hey @Superbstingray ! With the new VRCCameraSettings API, I was able to remove a ton of the hacks needed to calculate things like FOV and stereo separation, as VRC just provides us the values now! Can you try UdonPortals v2.0.0 and see if you're still having the issue? |
Update to make the Stereo Calculation accurate to VRChat's Camera/Stereo values.