VR系列——Oculus Rift 介绍指南:六、入门

入门

Oculus配置实用工具允许您配置Oculus耳机、生成设备及用户配置文件。
为了增加舒适性,性能和沉浸性,配置文件使用户能够通过所有启用Rift的应用,实现个性化超VR体验。虽然合理默认的体验是由Oculus公司SDK提供的,但Oculus公司强烈推荐用户使用Oculus配置实用程序来微调个人体验。

下图显示的是Oculus配置实用程序主屏幕。顶部包含了设备设置,底部包含了用户设置。你应该看到你的Rift截图。如果没有,请将你的Rift插入并打开它。


这里写图片描述
图3:Oculus配置实用工具

当您第一次运行Oculus配置实用程序,要创建和配置用户配置文件。

要创建用户配置文件,请单击“+”键入一个用户名。然后,配置设置。任何变动都会自动保存。

设备设置

设备设置是每个用户配置文件的一部分,它们描述了用户佩戴耳机时的首选硬件设置。

以下设置可以更改:

  • 眼杯—指定Oculus Rift附带的镜头;每个类型都具有不同的高度和焦距。镜头的数量变化取决于不同的Rift模型。DK1附带三种类型(A,B和C),而DK2附带两种类型(A和B)。在每一种情况下,A类型是预先在工厂中安装,是专为视力正常的人所设计。近视的用户可能更喜欢B或C型。Oculus配置实用程序应为每个用户设置首选类型。
    注:Oculus公司推荐使用A类型的眼杯,除非其他眼杯给你更清晰的图像和更好的体验。
  • 眼睛间隙—镜片表面和用户的眼睛(角膜)之间的距离。Rift耳机在它的两侧有一个刻度盘,可以转动来调节延长或缩短距离。每个用户都应该用这个设置,来找到一个舒适的距离。Oculus配置实用程序中的眼距滑块应进行调整,以匹配硬件拨号设置。车轮与面板图标描绘了朝向右侧耳机的右边。滑块控制可以用来转动车轮。“IN”指的是镜头最接近你的眼睛,“OUT”指的是镜头与眼睛相距最远的地方。

用户设置

用户设置包含每个人个性化体验的Rift的物理特性。

正确的设置这些是很重要的。慢慢地将这些值增加,将可能存在一个更好的体验。

  • 性别—基于人口统计调整各种体型参数(可选)。应用程序也可以使用这个参数设置玩家人物的性别。

  • 玩家人物高度—用户的高度。可以通过选择或清除度量复选框,用公制单位或标准单位来指定高度。建议开发者使用这个值将玩家人物高度设置成与用户实际高度相同,并设置相机在适当的眼睛高度。在VR中带来熟悉的大小感受和实体化体验。

高级设置

高级设置可以大大提高虚拟现实体验的质量,但它们比基本设置更敏感,需要更深入的理解和耐心才能进行恰当的设置。

高级设置包括:

  • 眼睛到脖子的距离—当你戴着DK1转头时,Oculus SDK实现了颈部的模型来模拟眼睛位置的移动。例如,如果你向上向下点头,眼睛旋转的中心不是在你鼻子上的一点,而是在你脊椎上称为颈部枢轴的一个点。你的眼睛的中心点和颈部枢轴之间的矢量是由一个垂直和水平距离定义。垂直距离约为你的眼睛的底部到你的下巴的距离。水平距离约为你的眼睛的底部到你的耳朵中间的距离。这些可以作为一个合适的起点,但每个人都是不同的,你应该在VR中体验不同距离,来找到感觉正确的值。自从DK2使用位置跟踪,这些参数对DK2的用户没有太大意义。
  • 眼睛的位置—每只眼睛的位置相对于当前设备类型的透镜(当你拥有DK1和DK2时,需要单独对它们进行维护)。
  • IPD—瞳距(IPD)是每个眼睛瞳孔之间的横向距离。这个值可以由验光师测量或手工测量并直接设置。
  • 眼睛间隙—耳机镜头和角膜之间的距离。这个距离由用户的面部结构,以及在耳机的一侧的眼睛间隙转盘所定义。调整主窗口上的眼睛间隙控制会改变这个值。
  • 测量—一个可视化工具,用于估计每个眼睛的精确位置,并计算瞳距和眼睛间隙的取值。它要求用户戴上耳机和移动垂直的绿线,以找到他们可见视野的边缘。它独立测量每只眼睛。它可以检测和处理不对称的眼睛位置。
  • 个性化渲染—很多配置文件设置是为了修改渲染方面和提供个性化的视觉体验所设计的。您可以通过清除启用个性化渲染复选框禁用此功能。禁用时,一些配置文件的设置将被忽略,使用一个默认属性的渲染模式来代替。

原文如下


Getting Started

The Oculus Configuration Utility enables you to configure Oculus headsets and to generate device and user profiles.

For added comfort, performance, and immersion, profiles enable users to personalize the VR experience across all Rift-enabled applications. While a reasonable default experience is supplied by the Oculus SDK, Oculus highly recommends that users use the Oculus Configuration Utility to fine-tune their own personal experience.

The following figure shows the main screen of the Oculus Configuration Utility. The top section contains Device settings, and the bottom section contains User settings. You should see an image of your Rift. If not, plug it in and turn it on.


这里写图片描述
Figure 3: Oculus Configuration Utility

The first time you run the Oculus Configuration Utility, create and configure a user profile.

To create a user profile, click + and type a username. Then, configure the settings. Any changes are automatically saved.

Device settings

Device settings are part of each user profile; they describe a user’s preferred hardware settings while wearing the headset.

The following settings can be changed:

  • Eye Cups—specifies the lenses that ship with the Oculus Rift; each type has a different height and focal length. The number of lenses included varies depending on the Rift model. The DK1 ships with three types (A, B, and C) while DK2 ships with two (A and B). In each case, the A type is pre-installed at the factory and is designed for people with normal vision. Nearsighted users might prefer the B or C type. The Oculus Configuration Utility should be set to each user’s preferred type.
    Note: Oculus recommends the use of the A cups unless the other cups give you a clearer image and better experience.
  • Eye Relief—the distance between surface of the lens and the user’s eye (cornea). The Rift headset has a dial on either side of it that can be adjusted with a coin to lengthen or shorten this distance. Each user should experiment with this setting to find a distance that is comfortable. The Eye Relief slider in the Oculus Configuration Utility should be adjusted to match the dial setting on the hardware. The wheel and face-plate icons depict the right hand side of a headset that is facing to the right. The slider control can be used to turn the wheel. “In” refers to the setting where the lenses are closest to your eyes, and “out” refers to setting where they are farthest.

User Settings

User settings contain the physical characteristics of each person using the Rift, to customize the experience.

It is important to set these correctly. Carefully tuning these values will increases and can lead to a better sense of presence.

  • Gender—adjust various body size parameters based on population statistics (optional). Applications can also use this parameter to set the gender of the player avatar.
  • Player Height—the height of the user. The height can be specified in either metric or standard units by selecting or clearing the Metric check box. Developers are encouraged to use this value to set the player avatar to the same height as the user’s actual height and to set the cameras to the appropriate eye height. This leads to a familiar sense of size and embodiment when in VR.

Advanced Settings

Advanced settings can greatly improve the quality of the VR experience, but they are a bit more subtle than the basic settings and require a deeper level of understanding and patience to set properly.

Advanced settings include:

  • Eye To Neck Distance—the Oculus SDK implements a neck model to simulate positional movement of the eyes as you turn your head while wearing a DK1. For example, if you nod your head up and down the center of rotation of the eyes is not at a point on your nose but at a point in your spine called the neck pivot. The vector between the neck pivot and the center of your eyes is defined by a vertical and horizontal distance. The vertical distance is approximately the distance from the corner of your eye to the bottom of your jaw. The horizontal distance is approximately the distance from the corner of your eye to the middle of your ear. These can serve as decent starting points, but each person is different and you should experiment in VR with different lengths to find values that feel correct. Since DK2 uses positional tracking, these parameters are not relevant for DK2 users.
  • Eye Position—the position of each eye with respect to the lens of the current device type (it is maintained separately for DK1 and DK2 should you own both).
  • IPD—the interpupillary distance (IPD) is the lateral distance between the pupils of each eye. This value can be measured by an optometrist or by hand and set directly.
  • Eye Relief—the distance between the headset lens and the cornea. This distance is defined both by the facial structure of the user, as well as the eye relief dial on the side of the headset. Adjusting the Eye Relief control on the main window will change this value.
  • Measure—a visual tool that is used to estimate the exact position of each eye and calculate the IPD and Eye Relief values. It requires that the user put on the headset and move vertical green lines to find the edge of their visible field of view. It measures each eye independently. It can detect and handle asymmetries in eye position.
  • Personalized Rendering—Many of the profile settings are designed to modify aspects of the rendering and provide a personalized visual experience. You can disable this feature by clearing the Enable Personalized Rendering check box. When disabled, several of the profile settings will be ignored and a default generic rendering mode is used instead.
  • 0
    点赞
  • 1
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值