Hi,
I just stumbled on this, while redditing latest news from Oculus.
John Carmack:
"@OTOY added support for rendering stereo cube maps in the Octane renderer. Their test is the highest quality scene I have seen in an HMD."
https://twitter.com/ID_AA_Carmack/statu ... 1304974336
---
I knew it. There´s no thing like Otoy, so Otoy must be the thing.
I can´t wait to have Brigade 3.0 with light field stuff on my hands.
John Carmacks tweat
Forum rules
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
- ristoraven
- Posts: 390
- Joined: Wed Jan 08, 2014 5:47 am
Now that I have made first quick test with cube map projection, uhm, what player I should use to view these? 

The new Oculus 360 photos app, which should be released shortly:
https://twitter.com/id_aa_carmack/statu ... 3292818434
https://twitter.com/id_aa_carmack/statu ... 3292818434
- ristoraven
- Posts: 390
- Joined: Wed Jan 08, 2014 5:47 am
Oh,
Thanks. Have to wait for it. No prob. My deadline is where the CV1 has
Probably not the best topic to ask this, but is there other specs for the optimal render resolutions?
Thanks. Have to wait for it. No prob. My deadline is where the CV1 has

Probably not the best topic to ask this, but is there other specs for the optimal render resolutions?
Yes, you would the GearVR stereo resolution, which you can find in the resolution settings node and which is ginormous: 18432 x 1536 pixels... As I said in the 2.21 release post, this is experimental and we will write more details about it next week.ristoraven wrote:Oh,
Thanks. Have to wait for it. No prob. My deadline is where the CV1 has
Probably not the best topic to ask this, but is there other specs for the optimal render resolutions?
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
- ristoraven
- Posts: 390
- Joined: Wed Jan 08, 2014 5:47 am
Ginormous. I like the sound of that.
And to make one more dumb question, this resolution is also DK2 and near future CV1 compliant or is this tailored to just for GearVR?
64k X 32k in the near horizon?
And to make one more dumb question, this resolution is also DK2 and near future CV1 compliant or is this tailored to just for GearVR?
64k X 32k in the near horizon?

- ristoraven
- Posts: 390
- Joined: Wed Jan 08, 2014 5:47 am
Just made a quick 80 sample render with this ginormous resolution and took a good look at it in photoshop. I have no idea what I am seeing. Stripe of 12 boxes and the images are inverted too. This looks awesome. Definetly a new standard to "wrap your brain around this" idiom. 
I would grant a tech nobel / oscar straight away to Otoy team & Carmack.

I would grant a tech nobel / oscar straight away to Otoy team & Carmack.
For Gear VR (and likely CV1), this is apparently the ideal resolution for stereo cube map based panos, no less, no more. I have tested higher just to see what happens, and Carmack is right, it doesn't look any better with more pixels.ristoraven wrote:Ginormous. I like the sound of that.
And to make one more dumb question, this resolution is also DK2 and near future CV1 compliant or is this tailored to just for GearVR?
64k X 32k in the near horizon?
The DK2, BTW has only half the pixels of the GearVR. It is no where near the same quality as what you will see on the real VR consumer devices like GVR and eventually CV1.
- ristoraven
- Posts: 390
- Joined: Wed Jan 08, 2014 5:47 am
More samples and the image gets better and better 
Thanks for the specs / info.
I need to get a GearVR then. Doesn´t bother me the least bit.

Thanks for the specs / info.
I need to get a GearVR then. Doesn´t bother me the least bit.
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
the Samsung Note has a resolution of 2560x1440 pixels 1280x720 per eye
the Oculs DK2 "only" 1920x1080 960x540 per eye
to have a double DK2 resolution we need 4K displays.
in all Gear VR reviews the pixel matrix is clearly visible.
the Oculs DK2 "only" 1920x1080 960x540 per eye
to have a double DK2 resolution we need 4K displays.
in all Gear VR reviews the pixel matrix is clearly visible.
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB