Specifications
Figure 1.23: A grid of lines as they would appear on the screen and through the Rift lenses
To counter the pincushion effect, software needs to apply the inverse (“barrel”) distortion to
the source image before sending it to the Rift, as seen in Figure 1.24. Now the image appears
as intended in the Rift.
Figure 1.24: The source image, the same image after an inverse distortion has been applied, and then the
distorted image as seen through the Rift.
We will cover distortion in more detail in Chapter 4.
Now that we know there are two images presenting different data to each eye, and that the
images are distorted, let’s take a look at a screenshot from a Rift demo to see what that looks
like when viewed on a traditional monitor (Figure 1.25). This two-oval view is what often what
you will see when shown a VR application screenshot and one we will be using in many of the
example pictures in this book.
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