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Resolution for Oculus Rift

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  • Resolution for Oculus Rift

    Does anyone know what would be the optimal resolution would be to render a spherical camera to use on an Oculus Rift? I know the resolution of the Rift is 2160x1200, or 1080x1200 per eye. So extrapolating that to a full spherical render, what should the resolution be? I don't want to be too low so the image is bad, and not too high that I am wasting time on resolution that won't matter to view on the Rift.

  • #2
    Well i dont know the exact Performance to Pixel ratio but i would try 7200x3600.

    Try testing it out and go lower

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    • #3
      down load the guide to VR on the labs...
      https://labs.chaosgroup.com/#/guide-...tual-reality-2

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      • #4
        I have read through that guide already and it is very helpful. I am just still a little confused about the Rift interface though. The Rift only takes the spherical cameras, correct? Not cubemaps like the Gear. On the playing back on an Oculus Rift part, it mentions a good resolution would be 4096x4096. But doesn't the spherical camera resolution have to be a 2x1 aspect ratio?

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        • #5
          The Rift can probabely take any possible mapping. It just depends on the Viewer/Player that is used and the kind of mappings it supports. I currently use the Whirligig VR Viewer for the Vive. It also supports the Occulus. You can get it on Steam for 4 eur. It´s still alpha but works pretty good so far with panoramas, stereo panoramas and stereo movies. It can directly use Stereo Panoramas rendered with a Vray Stereo Helper and a spherical 360° cam. The documentation states it can also use Vray cube maps wich I haven´t tried, yet. Regarding the resolution. You´ll need 4k per eye. So 8x4k if you render with a vray stereoscopic helper.

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