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Full access to the visual manager #2033
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I don't understand what are you asking for. What is "Visual Eye Manager"? What options are you looking to have exposed? In Resonite, generally everything that's already there is exposed automatically, so I'm not sure what options are you missing. What is the goal of what you're trying to achieve? |
I want to move the individual left and right eye stream independently of each other and to be able to rotate them in opposing directions. |
What do you mean by "eye stream"? I still do not understand what "Visual Eye Manager" is, there's no component with such name. From the sound of it, you just want to tune where the eyes are on the avatar? For that, you can already do that with the EyeManager component - you can place arbitrary number of eyes on the avatar and place them wherever you want. |
Moving each User's eye seperately from each other, could be useful. |
I just don't understand what exactly is it that you're asking for. You're using terminology here that I'm not sure what it refers to. Are you able to answer my questions above? |
I thought I did answer them. I didn't mean to ignore your questions.
What is meant is the rendered view to the HMD, to be able to customize the location from where it's being rendered, so the per eye view can be moved to a different place. |
The goal is to place the users eye (the individual view of the left and right eye) to a slot of the avatars "real" eye position and then maybe even be able to grab that avatars eye, so when the left eye gets moved the right eye is still there and the right side of the stereoscopic stream to the HMD stays at the avatar, but the left side of the stereoscopic stream is somewhere else in the world and no longer at the avatar. Does that explain it well? |
Sorry. I really didn't have terminology for what I was wanting to ask. I was looking for it and really didn't have the best way of describing this. As ErrorJan said. The parts of the head that renders vision for each eye on the HMD. We are wanting to move them around. ErrorJan discovered you can scale the headset. The piece of the avatar which shows you where your vision is placed. To scale it up to match the eyes ingame that sends the visual steam to the HMD for the left and right eye. He did this to increase the IPD you perceive in game. In this method. It makes the vision quite unstable. |
I see, so you're looking for way to independently position where each eye renders from? For this, we're not too likely to introduce this. This isn't something you can really "access" with how VR SDK's work - the positioning of the eyes is driven by the VR software, based on the IPD configured in your own headset. The rendering pipeline is also optimized around this, using single pass rendering to render things more efficiently. Making each eye render independently would require significant amount of work and would require disabling those optimizations. Generally positioning the eyes like this isn't something you should really ever do, as this would result in distorted image that doesn't match your real eyes and result in significant eye strain. As a rule, rendering should match your physical eyes as 1:1 as possible. Given that I don't think this is something we'd invest time into implementing. |
Ah, I understand. While I think it would be a neat idea, since it would require a lot of effort, it makes sense to not implement a feature that probably many players won't use... |
Well. Thanks for the explanation and sorry for the confusion. I tried to find a proper way of explaining this idea out. And thanks for your time in hearing this out. I chase after visual stimulating things since I am not affected as most others by these. Though thanks again. |
Yes, I'm happy to explain! And no worries it happens. Generally I recommend explaining things in a very plain language and focusing on the end goal you want to achieve - in this case splitting what each eye sees. The jitteriness is definitely a good issue to bring up separately - I think there might be an issue for that already? |
If there isn't I'll create a bug report tomorrow. Anyway, thanks for your time |
Is your feature request related to a problem? Please describe.
The visual eye stream manager is not able to be modified.
Ways of adjusting the eye streams can be janky and add visual instability.
Describe the solution you'd like
I'd like to have the option to inspect the visual eye manager and to be able to decouple the two streams placment.
Describe alternatives you've considered
none
Additional Context
No response
Requesters
Mr. Claw
ErrorJan
Techno
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