Specifications
with an array of infrared lights built into the headset itself, this allows the position of the Rift to
be tracked, as long as it is within view of the camera.
Beyond the hardware, the Oculus SDK includes support for taking the raw messages from
the hardware and coalescing them into a single head pose.
The end result is that as you render each frame in your application, you’re able fetch the
pose of user and then use that input during the rendering process to ensure the viewpoint that
appears inside the Rift corresponds with the direction the user position in 3D space and the
direction in which they are looking (boxes 1, 2, and 3 in Figure 1.17).
Figure 1.17: Render process for each frame: from head movement to new image on the headset
Let’s now look at rendering for the Rift.
1.4.2 Rendering an immersive view
The second way the Rift increases immersion is rendering a more immersive view by accurately
mimicking the way actual vision works with a wide field of view and different images presented
to each eye.
HOW THE RIFT ACHIEVES ITS FIELD OF VIEW
The Rift hardware offers a much wider field of view than a typical monitor (see Figure 1.18).
Even a 30-inch monitor will typically only occupy about 50 degrees of your field of view,
depending on how close you sit to it. Ideally the Rift provides a field of view of over 90 degrees
or more vertically and a remarkable 100 degrees or more horizontally. The exact field of view
experienced is dependent on a variety of factors, including how the Rift hardware is configured
and the physical characteristics of the wearer.
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