Jerry Pai Posted August 30 Posted August 30 Dear all, I am currently working on a study regarding the magnification and minification of images in HMDs. I aim to achieve this effect by adjusting the rendered FOV, so I need to understand the initial FOV values of the HMD in order to check my scaling factor in the project. The environment I am currently using is: HMD: HTC Vive Pro Application: Unity 2019.3.3f1 SteamVR plugin: 2.8.0 I am currently using IVRSystem::GetProjectionRaw() to obtain the raw values of the view frustum, in order to calculate the FOV values. Below are my results. Left eye Right eye Display Vertical Horizontal Total Stereo tan_left tan_right tan_bot tan_top tan_left tan_right tan_bot tan_top Angle FoV FoV Hor. FoV Overlap -1.349 1.202 -1.413 1.425 -1.205 1.349 -1.416 1.424 0.0° 109.7° 103.7° 106.9° 100.5° However, there are some discrepancies between my results and the data I found on websites like Wikipedia and VRcompare. Their results are: Horizontal: 107.06° Vertical: 107.71° Diagnol: 110.48° https://en.wikipedia.org/wiki/List_of_virtual_reality_headsets#cite_note-fovnote-2 https://vr-compare.com/headset/htcvivepro Therefore, I want to understand the physical and actual parameters of the HTC Vive Pro's horizontal, vertical, and diagonal FOV from the manufacture manual, to better understand what might be causing these differences.
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