Thanks for enlighting! it explains a lot.xhonzi wrote:It's pretty much a limitation of 2D+Depth, or 'reprojection' method. Basically changing parallax for one or both eyes will leave holes in the original image. In otherwords, one eye would be able to see some stuff that the other eye can't- so if you take a 2D image, the other eye should be able to see things that 2D camera couldn't. These holes are often filled in by smearing the adjacent image to cover the hole. The smeared pixels you see are what is giving the blurred effect around foreground objects.
The greater the depth, the bigger the holes, the more smeared pixels, the more noticeable the effect.
Now i understand why there is border only around main player character and not all the objects. it means this strange border appears only at point where scene divides in to +Z and -Z and only around those objects which are brought to foreground to create 3D effect.like your player model in +Z and rest of the scene -Z.cybereality wrote:Usually 2D+depth methods suffer from problems like that, basically what it amounts to is trying to "fill in" pixels that don't exist due to occlusions. There is really no amount of algorithm that is going to produce something from nothing. It's a limitation of the method.
if it works that way then only workaround is keeping depth minimum and +Z minimum but i noticed border increases when you increase depth but not much when you add pop out to your player character, why so?
Does this mean +Z is embossing and -Z introduces tearing (so software has to put artificial pixles for nothing)? why reverse embossing can't be applied for -Z so that tearing don't happen?
Don't you think if i play tomb raider 2013 in RIFT with VorpX Laracroft will come in centre? if she come in centre (being MPC) she will certainly have that strange border (i had pointed out in my last posted screen shots) if i increase the depth and if your drivers handle the thing same way. (A question out of curiosity, don't feel offended i am not challenging you its good to clarify as we don't see and hear each other and words don't carry feelings properly all the time!)MaterialDefender wrote:What really helps when doing this on a HMD is something that can't really attributed to clever programming. I's simply the fact, that you don't have the most offending parts directly in the centre of your view. Weapons etc. are mostly shifted to either side of image so it's easy to look past the worst glitches most of the time.
Again this means you can avoid this anomaly only by keeping depth minimum.MaterialDefender wrote:Some Z-Buffer Image processing, which vorpX does a lot, also allows for fine-tuning the effect to get a very pleasant 3D effect in the mid to far range. Especially nice in wide, open spaces. Small rooms don't work that great. There even is a user configurable setting that allows to 'shift' the effect along the z-axis for those who like to fiddle with settings.
i think in rift depth will be all to gather different scenario as on monitor we see things on our desk and wall behind monitor and all things on our computer desk to compare with screen for depth perception. so on monitor sense of depth is relational aspect.
May be in rift when your total eyesight is blocked and all you see is screen only absolute depth perception will matter as you can't compare surrounding like monitor border or your desk or a wall behind it.
Any way it will be nice to see reviews by those who backed VorpeX after evaluating by all aspects.