More likely the problem lies in their not accounting for the canting of the screens, when calculating their culling frustums, so they end up short by the canting angle, on the right side.
I also highly doubt there is any four-port rendering going on.
Now, though: Playing with canted camera modes, Half-Life: Alyx renders decals (EDIT: splatter and bullet holes) and shadows unaligned – does Sebastian really see none of this, I wonder…?
there is 4 port you can see it on their website listed in documentation and you can see the same when you run the Compass installer. Whether or not its on for all titles I am not sure. Probably until a dev with a kit chimes in or until Seb can take a closer look we will not know more. The screen canting could indeed be a thing as well seems similar to the considerations needed for Pimax as they mention a similar issue pimax-vr-unity-sdk-instructions/pimax-porting-considerations.md at master · wearvr/pimax-vr-unity-sdk-instructions · GitHub
StarVR has always recommended splitting the rendering up that way, but I am pretty sure it remains something the application developer has to code into their game specifically – AFAIK there is no provision in OpenVR. :7
There is however no 4-port rendering in OpenVR (SteamVR). What they could do, when running on OpenVR stack, is render 2-port and then transform it for 4-display viewing.
Does it have four displays, though? I always figured it was two, and the four recommended rendered, reprojected to those two physical.
Hmm, hang on…
“2 x 4.77” AMOLED”, it says in the specs, although I guess that could be per eye. Humm… were that the case, I suppose the “16M subpixels” could also be per panel.
(EDIT: Wonder how exactly they hid the seam, were it to be four…)
You might be right, I never checked the StarVR specs . It just felt the only logical explanation as everyone has been throwing 4-anything around and I know there is no way to render four independent views in OpenVR.
Very good video Sebastian and thank you very much for those impressions my friend!
The part of the video where you show the through the lens footage had me blown away to be honest. I was expecting a fairly blurry image but from what I can discern of that footage, the image looks DAMN GOOD!!! Even though it’s not as clear as the rift S or Index, if what I saw from that through the lens footage is any indication, I could see myself being satisfied with the lower resolution and clarity that I witnessed in that through the lens footage.
Finally, Sebastian if you’re reading this, please please PLEASE test out Iracing and Assetto Corsa. I’m dying to know how these two games in particular work with the StarVR One. I would really love to read your impressions or see a video on these racing sims and whether or not the huge FOV makes a big difference in terms of the sense of speed while driving.
Thanks so much for your work man, your efforts are appreciated.
glad that you enjoyed my footage. No worries, I will exactly check out those two games. Unfortunately I have the feeling that the Frustum Culling might make other cars in the peripheral vision disappear though, so I would not set my hopes too high!
Although, when it comes to judging the Through-The-Lens video captures, there’s not much in terms of visual image quality or SDE that can be proven or used as a reference, regardless of VR headset. Not only because of camera’s sensor resolution limitations, but also because your eyes can see lots more than the camera set at a standard (24mm like) focal lenght.
Remember this?
And please, for gods sake, take this as a “for science” example, rather than a personal insult, like in the past. Nobody needs more drama. Thanks.