That's why I prefer the above mode, but maybe for people less inclined to sickness this mode would be good.Įdit: Oh and yes, the Tridef OSD works fine.įor reference here is an image of the config page of virtual desktop for those who haven't seen it. By default this has no head tracking, and once you are used to the Rifts really good head tracking it's very jarring and nauseating when it doesn't happen. They project the image directly into the headset(not on a virtual screen). You can really customize it a good bit and I find it provides a pretty immersing experience once you get used to the lowish vertical FOV.īut there is also F8 and F9 modes for SBS in Virtual desktop. I guess kinda imagine you are in a circular room with a giant floor to ceiling opening to the virtual world around you. It's kinda hard to explain, but it does work well. Then you have "pseudo" head tracking that works pretty well. If the game lets you set FOV, you can set it high(180 is good), set the screen to match and curve. But you have the option to make that screen curve around you and set the FOV it encompasses. The way I did it like I said above with F7, it reprojects the image on a virtual screen in front of you, in stereo(i.e. I think they are really just throwing away market share there. This is one of the many reasons Virtual Desktop is a must it's a shame they said no HMD support. Basically anything that can output an undistorted SBS image can be pushed to Rift this way.
But it can be useful for certain things, it really depends on what you are doing.Īny questions, feel free to ask! FWIW this method will work with IZ3D output as well. Until we can capture Rift's tracking data and convert it to mouselook, we can't add headtracking this way.
And if you've gotten used to Rifts excellent tracking, when it's suddenly not there it's very disorienting.
This will produce a full stereo image, but it's NOT headtracked. I always use F9, though there doesn't seem to be much difference. You can also push the image straight into the headset(no virtual screen, just directly in) with F8 or F9. It's hard to describe but it works pretty well. This basically gives you a form of pseudo headtracking. If the game allows you to change FOV, you can set it to it's max(or up to 180, over the doesn't work too well), set the screen to match and curve. This might not sound as useful as it is until you realize you can curve the screen around you and set the portion of your FOV it fills. The mode I described above reprojects the image on to a virtual screen in front of you, but with depth. So once you've set everything up, to get your Tridef output on Rift: VD has two modes for this - normal and anamorphic, which are enabled by F6 and F7 respectively. So if what's on your screen is already a SBS image like Tridef makes and you do that.
Virtual desktop can output whatever is on your screen DIRECTLY(i.e.
Once you've done that, here is the magic. Make a profile for whatever game you wanna use it with and get that profile working. Set up Tridef like you usually would, set it to output in SBS mode. Latest updated Oculus Home and associated Oculus crap Virtual Desktop ( ) - I highly recommend having this anyway, it's awesome It was kind of an accident that I discovered it, and I don't think many people(if any) know yet. I just thought I'd make this thread to tell you guys how I managed to get Tridef working with CV1.