@reduzio It would be very helpful to be able to simulate a VR headset on the computer. Basically showing the stereo view on the computer screen, and not having to put on the VR headset all the time. Either in scaled mode, or full resolution for testing frame rate in different scenarios.
@reduzio I think the biggest problem I have come across is the fact that not all graphics/lighting modes work well with stereo rendering.
When using SSR or SSIL, left and right eye images are not consistent. SDFGI also cause shadows that move around when you move your head.
@mux213 Thank you for the mention. I don't have much experience with other game engines, but this was surprisingly easy to develop with godot.
Big thanks to all the developers.
@Zeirus The system will definitely run on the OQ2. You would, however, have to make the graphics a lot simpler. If you search for images of game comparisons between PC and OQ2, you will get an idea. In my setup, the interior has baked lighting, while the exterior lighting is real time.
@Zeirus Hi Francesco. I'm no expert, but I think that both the polycount in this system and effects like shadows, reflections and mist require more performance than the Quest 2 can provide. A simplified setup could work though.