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Disabling one eye in HMD - aka Pirate Mode

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    [OCULUS] Disabling one eye in HMD - aka Pirate Mode

    Hi all,

    does someone of you know whether an exposed parameter (either blueprintable or C++) parameter/function exists to disable either of left or right eye rendering when developing for HMDs?

    I might be able to alter the engine source code to render one eye with blank/black, but maybe someone here knows a more elegant/clever way of achieving this.

    Thanks
    Felipe

    #2
    the easist wat would be to use a post process. mask the red component of a screen position node and wire that into the A of an if node 0.5 into the B and whatever output you what into the higher than and less than components.

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      #3
      Hi Opamp77,

      you're a genius! At first I didn't understand what you were talking about, then I learnt about post process volumes and materials. And I gotta say, your sentence is concise, but to the point, excellent.

      In case the solution is interesting to others I am including a screenshot of the material. More info on how to use a material like this here.
      Attached Files

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        #4
        Opamp77, one more thing: Is there a positive performance impact in doing this? Or does it worsen performance due to post processing? In both cases, how can the performance impact be improved (e.g. by choosing an appropriate Blending Location)?

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          #5
          Originally posted by fhernand View Post
          Opamp77, one more thing: Is there a positive performance impact in doing this? Or does it worsen performance due to post processing? In both cases, how can the performance impact be improved (e.g. by choosing an appropriate Blending Location)?
          Your not going to see better performace as both camera's are still being rendered. In fact you'll have a small hit in perfance because you added a post process pass. If you want to not render an eye you would need to modify the engine.

          What are you trying to achieve?

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            #6
            Ok, makes sense to me. For my purpose (perform independent eye checks) this is good enough.
            I was rather thinking about idea of other users to do this for perfomance reason (example: https://www.reddit.com/r/oculus/comm...eyepatch_mode/)

            But yeah, that would require more effort to implement.

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