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Bad distortion in several projects #43
Comments
What is your IPD slider set to? For some reason only the middle setting seems to display WebXR experiences without distortion. I was also trying to figure this out in Firefox Reality but I can't seem to find any way of detecting where the slider is set to so I can compensate for it. |
My IPD slider is set to the smallest setting, and yeah, middle setting seems fine. That's a little bit confusing, shouldn't WebXR receive projection and view matrices? Trying to fix the problem by detecting IPD seems like a hack. Although if I wanted to know IPD I'd wonder if I could look at the two view/eye matrices, inverse one and multiply by the other, and examine that. |
We made some changes recently in Gecko matrix multiplication, maybe this caused a regression, we'll check that. Also related, I had a WIP patch to improve eye offset math in Gecko, as internally only used position based offset and it's better to include a transform, some devices might set additional values other than translation |
Wolvic version 0.9.5 I am also getting the same bug This only happens on IPD setting 1 and 3 This bug has also been present in Firefox Reality since Oct 2020 |
This doesn't happen in Huawei VR, so looks like an issue in oculusvr backend. |
This was fixed by @felipeerias in pull #134 |
Configuration
Wolvic version: 0.9.4
Wolvic build ID: 741e507 (AC 63.0.0)
Hardware: Oculus Quest 2
Steps to Reproduce
Current Behavior
There is a bad distortion, especially notable when rolling head left and right (instead of turning left/right or looking up/down)
Expected Behavior
There should be a comfortable VR experience
Possible Solution
I wonder if Wolvic is providing the proper projection matrices.
Or these projects could have a bug. Spiderman seems to be based on A-Frame, although Hello WebXR looks unrelated to A-Frame (I may be mistaken)
Context
Error Logs and Stack Traces
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