the effect doesnt fail completely it just fails to fool your brain into thinking something is in front of the screen when the screen edge that it touches tells you it most certainly isnt
still the most you can make your eyes diverge is looking parallel
and with the lines of sight being parallel the offset between the rendered images will be the same as your interocular distance regardless of how far away the screen is
might be different when sitting close to the screen
my experience was in a cinema setting where a had came way out of the screen until it was lowered until it touched the screen border at which point it immediately jumped to the actual distance of the screen
width should do it for adjusting the offset beween the images for infinitely far objects
my instincts tell me distance between you and the screen doesnt matter for this
there must be a plane inside the virtual 3d world where the rendered 2d images have 0 offset
a sort of focus distance that defines where the line of sight from both cameras meets http://eww.pass.panasonic.co.j ... nt/guide/EN/3D_02_en.html
objects that are rendered at that convergence distance will appear in the same plane as the actual tv screen youre looking at
since in my experience objects that are rendered to be in front of the screen only appear in front of it if they dont touch the edges of the screen this should be adjusted accordingly
i believe what happens is when looking at a 3d object at the edge of the screen the 3d perception of the real world (ie the edge of your screen) overrides any 3d perception from the "fake" 3d on the screen
as far as i understand a single setting for 3d isnt enough
what you want is 2 settings for changing both the
- maximum image seperation which should occur at distance infinity ie eyes perfectly parallel (ideally set to match the useres interocular distance)
- convergence/zero point ie the distance at which the images match exactly and are thus seen in the monitors actual image plane (for monitors that are too small to cover your whole fov ideally set to whatever touches the edges of the screen)
both seem to agree that (depending on your nose) your unidirectional fov towards your nose is around 45° (this is crrect from very rough guesses on myself by placing a finger where its just obscured by my nose and probably making myself look like a complete idiot to everyone walking past my office)
so with a 90° fov on the oculus identical image fov centres should indeed be correct
i havent actually had an opportunity to try the oculus yet so i dont know how realistic the feel of the fov in the centre is but since theyre smart people and they decided to offset the fovs im guessing the rendered fov per image is actually higher than 90
its probably some idiotic protecitivism in as they dont accept equivalent safety standards from other countries to protect their own terrible car industry from imports
from what ive read developing somethign that works well with the rift is a lot more than merely getting the 3d to work properly (problem areas are for example the hud and menus)
juding by developer comments ive seen having one to test with is probably necessary to make the game not just compatible but good
my read on the situation is a 1080 dev kit would push the dev kit from "good enough to work with" to "good enough to own as a gamer" which would make them sold out forever
and they probably dont have any solid contracts to source large quantities of the dev kit components
from what i know about sourcing smartphone type parts based on their usual customers manufacturers in that market arent interested in talking to you unless youre ordering huge quantities
and having a part developed just for you will probably come with an upfront cost that probably requeries you to sell in the millions
strangely enough the us also got the crappiest engine in the whole mr2 range as well as the turbo
some 135hp sohc piece of crap that has no place in a car like that
welcome to the us... 5 year old playing a game or watching a movie with tons of blood and gore perfectly fine... show the slightest hint of sideboob "oh my god why wont anyone think of the children???"
200hp gets boring very quickly as well
i reckon to make full throttle still feel exciting after half a year of living with a car you need about 400 hp (depending on weight obviously)
have you made sure your windows account has full write rights to the \data subfolder of your lfs directory?
more specifically i think its the \data\misc folder that unlock info is written to
he is correct you can feed completely custom models into rf pro:
At present this feature is being taken advantage of by clients with their own tyre models, however commercially available models, such as TNO Delft Swift and CDTire offer real-time options that cover a wide frequency range including handling, ride, secondary ride and impact harshness. http://www.rfactor-pro.com/LowLatencyHighBandwidth.aspx
if i understand their pretty terrible marketing blrub correctly it even allows for hardware in the loop