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friken avatar friken commented on August 25, 2024

this is also an issue w OpenVR... left and right eyes not getting correct images. RaymarchingObjects work but RaymarchingRenderer does not. Note that the Oculus VR driver works fine... the OpenVR does not.

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kevinw avatar kevinw commented on August 25, 2024

I used Camera.CalculateFrustumCorners to deal with the different VR setups--OpenVR has oblique frustums, and the difference between single-pass and multi-pass is tricky too. Check out this gist I extracted from my project to see the relevant bits for getting a correct camera ray for each eye--this is the method that worked for me for Oculus, OpenVR, single and multipass.

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friken avatar friken commented on August 25, 2024

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friken avatar friken commented on August 25, 2024

looking at the newest, the forward_modworld_VR works well in my oculus and vive headsets. Is forward required for working VR? Can you take a few and explain the VR fix and any limitations you know of?

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