Just wanna say, thank you so much for sharing this tool. Improvement in VR presentation performance over Katanga is night and day (EDIT: at least with the default settings, cuz I learned it should be configured properly for a fair comparison), just wish it was merged with Katanga's features into HelixVision and other mirroring tools like VHT (whose dev sounds interested by the way).
Anyhow, I'm not a VR expert, but in my opinion, a screen in VR should take up as much of the player's FOV as the game's rendering FOV (or viceversa), so that surround sound/3D spatial audio is aligned with the visuals: sounds should be heard coming from the direction we see the object making the sound. This is the norm in spatial/ambisonics audio in 360 videos, but rarely an option with monitors because you'd need to be too close and stay within the sweetspot.
For example, if I'm using this tool right, to get a virtual screen that's 2m away (average HMD focal distance) to take up 60° of my horizontal FOV (2 x α, common game FOV), it should be 2.3094m (2 x 1.1547) wide, which would result in this launch command, which perhaps could be the default:
vr-screen-cap.exe --distance=2 --scale=2.3094
and would look like this:
Though on my Reverb G2, it takes up just enough space for me to see the entire frame at all times, but higher FOVs of modern games (90, 100, 103, etc) would probably take up the entire HFOV and then some.
This could be a simple way to make the FOVs match, but I think it would be better to specify distance + FOV and let VRScreenCap also apply the curvature needed for the screen to wrap around a section of the FOV sphere
or perhaps curve away from the viewer to compensate for barrel distortion? Again, I'm not an expert but I guess that also depends on the projection used by the engine.
Just wanna say, thank you so much for sharing this tool. Improvement in VR presentation performance over Katanga is night and day (EDIT: at least with the default settings, cuz I learned it should be configured properly for a fair comparison), just wish it was merged with Katanga's features into HelixVision and other mirroring tools like VHT (whose dev sounds interested by the way).
Anyhow, I'm not a VR expert, but in my opinion, a screen in VR should take up as much of the player's FOV as the game's rendering FOV (or viceversa), so that surround sound/3D spatial audio is aligned with the visuals: sounds should be heard coming from the direction we see the object making the sound. This is the norm in spatial/ambisonics audio in 360 videos, but rarely an option with monitors because you'd need to be too close and stay within the sweetspot.
For example, if I'm using this tool right, to get a virtual screen that's 2m away (average HMD focal distance) to take up 60° of my horizontal FOV (2 x α, common game FOV), it should be 2.3094m (2 x 1.1547) wide, which would result in this launch command, which perhaps could be the default:
vr-screen-cap.exe --distance=2 --scale=2.3094
and would look like this: Though on my Reverb G2, it takes up just enough space for me to see the entire frame at all times, but higher FOVs of modern games (90, 100, 103, etc) would probably take up the entire HFOV and then some.This could be a simple way to make the FOVs match, but I think it would be better to specify distance + FOV and let VRScreenCap also apply the curvature needed for the screen to wrap around a section of the FOV sphere or perhaps curve away from the viewer to compensate for barrel distortion? Again, I'm not an expert but I guess that also depends on the projection used by the engine.