When I built my VR MMO in 2014 I experimented with very wide camera separation, it's very particular; makes things look very small and distant but they pop out much more. Like 3D on steroids + tilt shift.
I also experimented with twice the rendering speed to get as recent as possible sensor reading before the Valve/Oculus warping became standard and it was VERY good for nausea. So 120/150 FPS respectively on DK1/2.
I'm looking forward to pancake lenses, if they remove godrays so I can play my game again: http://aeonalpha.com
But I read there are a lot of tradeoffs with them too.
So far DK1/2 lenses with cups that you could change and adapt to your diopter where the best optics VR has had (but I got lucky with IPD and one cup on DK1 being my exact diopter!)
I wish one actor made super tiny glass lenses just so we could see how that would work!?
I also experimented with twice the rendering speed to get as recent as possible sensor reading before the Valve/Oculus warping became standard and it was VERY good for nausea. So 120/150 FPS respectively on DK1/2.
I'm looking forward to pancake lenses, if they remove godrays so I can play my game again: http://aeonalpha.com
But I read there are a lot of tradeoffs with them too.
So far DK1/2 lenses with cups that you could change and adapt to your diopter where the best optics VR has had (but I got lucky with IPD and one cup on DK1 being my exact diopter!)
I wish one actor made super tiny glass lenses just so we could see how that would work!?
Here is some more experiments: http://aeonalpha.com/fov.html