FOVE SUPPORT CENTER

FOV based on individual eye tracking information

Completed

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    Lochlainn Wilson

    It is currently not intended that people override our field of view directly as this is tuned to the optics of our HMD.  It is however possible to override this and direct the cameras independently per eye using a render-texture overlay in front of game camera solution. If you clearly explain the use case to me I can provide rough instructions on how you can achieve your desired behavior. 

    Best Regards,

    Lochlainn

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    Harper Hendee

    I'm looking to use eye tracking to correct for ocular divergence problems, such as amblyopia.  If one can infer where the eye is supposed to be looking, versus where it is actually looking, then we can move the FOV to the correct orientation and translation.  In this way, I hope to restore re-integrated sight to those who cannot control both eyes fully.  

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    Harper Hendee

    So the ability to move the camera would be sufficient to achieve the desired effect.  If left eye is straight ahead, but right eye is tilted down and too the right, then we can move the camera up and to the left.  The result is an image that is centered for both eyes.  

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    Lochlainn Wilson

    I implemented a minimalistic example. It turns out that you can rotate overridden camera prefab objects. I am not 100% sure if this behavior is going to be maintained into the future, due to changes in projection matrix code but I will ask our devs. 

    For now, this should do what you want.

    http://archive.getfove.com/samples/Amblyopia_Test.zip

    Good Luck!

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    Lochlainn Wilson

    I forgot to mention, the controls for the right eye are WASD (direction) QE (rotation)

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