Slate overrides VR Field of View

Forums 💬 Slate Sequencer ⚙️ Support Slate overrides VR Field of View

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  • #21002
    b4th
    Participant

      We’ve been using Slate with the Oculus Rift, and we’ve noticed that Slate tends to override the initial camera field of view. To combat this, we’ve developed a script which re-applies the correct camera field of view in the LateUpdate every frame, but even this approach doesn’t work if the field of view of a camera shot clip is accidentally keyed. We also can’t set the field of view manually onto the shot clip, because field of view varies between the Oculus CV1 and DK1, as well as other headsets we might want to support. In a future version of Slate, could there be a “VR Mode” to prevent FOV overrides, disable the rule of thirds on the preview camera, etc?

      #21005
      Gavalakis
      Keymaster

        Hello,
        Yes of course. I can add an option in DirectorCamera to bypass changes to field of view due to Shots, thus keeping field of view on RenderCamera fixed.
        The RuleOfThirds by the way, can be disabled in the preferences through the “gear” icon on the top right of the editor.
        If there is any other VR relevant convenience you want to see, please let me know.
        Thanks!

        #21004
        b4th
        Participant

          Many thanks! Is there a timeline/roadmap for when the next release might become available?

          #21003
          Gavalakis
          Keymaster

            Hey,
            You are very welcome!
            I will actually submit the new version tomorrow, which will also include the “Ignore FieldOfView Changes” option we’ve discussed above! 🙂

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