Yes, they say so. The same should then apply by feeding the same image into both eyes of an OR - It will look somewhat plastic just by its binocularity.
G. On Di, 2.09.2014, 11:49, Christoph Redecker wrote: > Well they say that real binocular telescopes indeed give a much more > plastic impression of the objects in view, even though they are > "infinitely" far away. I haven't tried it myself, though. > > Regards > > Christoph > > Am 02.09.2014 10:59, schrieb Georg Zotti: >> Does the Oculus Rift use something else than perspective (i.e. standard >> OpenGL) projection? >> There is likely no need for parallax support (differences in Left/Right >> eye based on object distance, which is "infinite" in our case - you >> would >> not perceive perspective parallax even for cases like "Ganymed transit >> over the Great Red Spot" or such, in nature), so does feeding the same >> image in perspective projection into both eyes, with some fixed fov >> ("natural" eyes have no magnification either ;-), not suffice? >> >> G. >> >> On Di, 2.09.2014, 07:54, Jörg Müller wrote: >>> Hi, >>> >>> seems like there's a lot of interest about this, I just got a mail on >>> Friday with the same question, this was my reply: >>> >>>> When the first dev kit came out, I did a very rough implementation >>>> for stellarium, which would have needed a lot more fine tuning. >>>> >>>> One of the biggest problems is to get it working with how projection >>>> works in stellarium. It has quite a few modes, but none of them really >>>> works with the Rift. >>>> >>>> Another problem is that it looks nice as long as you don't use >>>> magnification. If you do that you soon realize that the sensors are >>>> not accurate enough for higher magnifications and also you can't >>>> really hold your head still enough. >>>> >>>> Unfortunately I only borrowed a Rift for a limited time period, so I >>>> didn't even start the projection mode as it would have taken too long. >>>> >>>> I don't know if I still have the code, as I'm currently not at home, >>>> but it's pretty much useless now as the whole rendering system of >>>> stellarium changed meanwhile, and so did the Rift SDK probably. >>> >>> Regards, >>> Jörg >>> >>> On 2014-09-01 at 09:27 Mike Sabatino wrote: >>>> Hi, has there been any movement on Oculus Rift support? There was a >>>> thread from this time last year regarding a conversion but nothing >>>> since. Thanks- >>>> Mike >>>> >> > ------------------------------------------------------------------------------ Slashdot TV. Video for Nerds. Stuff that matters. http://tv.slashdot.org/ _______________________________________________ Stellarium-pubdevel mailing list Stellarium-pubdevel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel