Here’s a some screenshots of OculusWorldDemo, showing a bit of how the post-render, pre-warp shaders interact with FOV and IPD — and the larger system that the functions I’ve been hijacking are meant to be a part of.
(Note: the demo was targeting the DK1)
The defaults:
With “zero IPD” toggled:
Max FOV at 45.4 degrees (can’t go lower than 20, which is similar):
Max FOV at 130 degrees (it goes higher, but you see no change):
These are just the things easily exposed in the demo’s menu; they don’t do exactly what we’d want to test.
“Zero IPD” is described as:
// ForceZeroIpd does three things: // 1) Sets FOV to maximum symmetrical FOV based on both eyes // 2) Sets eye ViewAdjust values to 0.0 (effective IPD == 0) // 3) Uses only the Left texture for rendering.
So that’s about what we’d expect to see.
Max FOV is used similarly to the clamping function mentioned in earlier posts, and is an FovPort; it looks here that FovPorts may have more viewport to them, than FOV.