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.