This question is addressed to @risa2000 or anyone having the skill to elaborate an explanation or even the beginning of an explanation. It’s only by curiosity.
Of course any clue of non expert member is also welcome.
So as I understand it, because pimax headsets have canted panels, if a game is hard coded to have it’s virtual cameras parallel to eachother (to match most of the previous headsets that have parallel panels), we have to transform (lets call that counter canting) the rendered images in some larger virtual plans to take in account the geometry of the the canted panels.
this needs more virtual pixels to work, which has an additional 30% performance cost to achieve the same apparent resolution.
This transformation is made by pitool (or a service associated to pitool) when we enable parallel projection in the menu, otherwise the images are crossed and the game is unplayable.
Correct me if I’m wrong so far.
For some games that need PP, like project cars 2, using some tips, which includes using an oculus library allows to make it work without using parallel projection, but how is it even possible in the first place?
Since oculus library is, I guess, made for oculus headsets, which have parallel panels, how does a pair of images that is supposed to be rendered for two parallel plans can match canted panels without parallel projection?
That’s where I’m lost.
my first guess is that there is an “invert canting” procedure somewhere, but then how this supposed non-pimax invert canting process can save any performance?
My second guess it that there is something in the oculus libraries that somehow allows the virtual cameras to be canted in the game, which is the only obvious way to save performance, but then it should be available from the game in the first place. Doesn’t sound plausible.
So, what are your thoughts guys?
Edit: By re-reading my post maybe I make a confusion about the virtual cameras angle thing, maybe it’s not the virtual camera angle that defines if a game is parallel projected or not, but you got the idea of my question.