![]() So, Vive, Rift, OSVR1.1-1.2 & OSVR 1.3-1.4, and then for people using Google Cardboard, you'll need lens correction for the most popular cardboards in use, like the BoboVR Z3 & Z4, etc etc.Įdit 2: Added a little more info to certain areas. I hope that info helps you guys out.ĮDIT: In terms of Aspect Ratios, I believe you'll also need different lens correction on a lens by lens basis. ![]() You probably knew most of that, but this is what I've gathered from a similar testing method I'm using at the moment. Lastly this is the most crucial part, in order to completely bypass any motion sickness, you'll need pre-configure mouse emulation sensitivity on a 1:1 scale on a game by game basis, or the wearer will be sick. ![]() Some games benefit from having a widescreen effect as it lessens motion sickness. Next you'll need to keep your zoom ability active. Though, you should still add a distortion correction slider as well. As long as you have predefined aspect ratios, that'll compensate for any distortion. You will need predefined aspect ratios for different resolutions. I wanted to help out your engineering team, by letting you guys know a couple of things I've figured out in order to get Swift working with Tridef3D in First Person. Because Stereoscopic is not provided as native support, there will be lite to heavy performance loss when using TriDef 3D, and we recommend adjusting in-game settings accordingly to preserve performance for best use with Swift. We recommend using the Trial version of TriDef 3D to see how it works before buying it. The saving grace is that TriDef has 'Virutal 3D mode' which becomes a 'give and take'. In Swift cinema mode, use ctrl+shift+F5 to swap between the different modes of split-screen stereoscopic overlapping (either the narrow format or the stretched-to-fit version) Even games like Half LIfe where I could easily get 70 FPS, the full 3D still dropped my framerate to an uncomfortable level. The product is now configured, and can be launched from TriDef 3D to launch with split-screen display mode. Once this has been confirmed, close the game or product before opening MyDream Swift, select the product in the Swift products list (or add the product to the list) and toggle on Enable Swift. Setup is easy - install TriDef 3D, configure it to use the side-by-side split-screen 3D projection mode, then launch one of their supported products or create a new profile for a product that is not yet supported, and confirm that the split-screen stereoscopic functionality is working properly. This is currently working in Cinema mode, and we are researching the best method to make it work for First Person mode. With the help of TriDef 3D [it is possible to play games using their split-screen steroscopic display mode when used with Swift. We've been testing out various solutions for 3D Stereoscopic support for Swift, and have come across one very effective solution.
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