Being able to compare and study omni-stereo images from different sources and formats.
Improving my CUDA programming and exploring the CUDA/Oculus interop.
I maintain the 75fps on my GTX 660 at 2.0 pixel density for a 18K stereocubemap and 8K equirect.
Note that the equirectangular kernel is slightly slower than the cubemap one. Adjust pixel density accordingly if you get judder.
If you get flickering on one eye, make sure there is no other GPU heavy application running.
Please keep in mind that this is baked-in stereo, you have 2 DOF. Avoid translating your head too much and tilting. A slight distortion wobble is to be expected when rotating your head. If there is a lot of wobble it might be coming from a higher than normal latency, verify this with the performance hud (F11).
Thanks for reading. Your feedback is appreciated :idea:
---- These stereo images are starting to crop up, and we couldn't experience them on the high-end headsets? Totally unacceptable 😄
Some random thoughts about these files, - The stereo effect is indeed good. - Some of the files posted are more than 9000 pixels wide per eye, enough to give a quality result on the DK2. - Unfortunately the nadir and zenith holes are massive, leaving about only 70° vertical fov. You always see the holes in front of you so that's quite an immersion breaker. - We'll get a lot of casually taken images with moving objects, breaking stereo. - Overall I think it's a pretty damn fine engineering achievement to go from someone spinning around holding a phone to a panoramic stereoscopic image. Kudos to the team at Google for this app.
i can not run SDK 0.8.0.0, my system don´t work (Win 8.1), so i had to go back to the last working SDK 0.5.0.1. do you have a solution?
The application was built with SDK 0.8 and thus should only support runtimes 0.7 and 0.8 (I only ever tested on 0.8 though). Windows 8.1 works well with rutime 0.8 (it's what I run), you do need to have the latest Nvidia drivers. Maybe try the runtime switcher if you have applications requiring older runtimes.
Any image i tested (resolution doesn't matter), it seem locked to 60 FPS (Confirmed by Render Timing, Compositor Frame Rate: 60 hz). Any other player works perfectly (Virtual Desktop, MaxVR). GeForce GTX 980 Ti - Intel Core i7-6700 CPU @3.40Ghz (8 CPU) Any idea? Thanks.
p.s. if you need some kind of stress test, i successfully render ODS stereo images with POV-Ray, so i can render in any kind of resolution.