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Is there public data/or a spreadsheet/simulator for eye/relief:fov (I assume data for the A-C cups aren't relevant anymore) and accounting for binocular overlap?

Also is there technical documentation on the prewarp shader and pixel density/perceived resolution? I'm interested particularly in text rendering, so really looking forward to the low persistence displays!




The best practices guide covers the design side of angular resolution and binocular overlap: http://static.oculusvr.com/sdk-downloads/documents/OculusBes...

There are technical details on distortion correction in the SDK guide: http://static.oculusvr.com/sdk-downloads/documents/Oculus_SD...

Much of this is in flux as we improve on both the methods and the specific implementations, but the guides will be updated as we get there.




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