XR Headset
Channel - HMD XR3 - NVG Simulated
TEXT
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# HMD X43 NVG SIMULATED (OPENXR, VARJO NATIVE) Channel
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CH##_NAME HMD_NVG
CH##_IGMODE SENSOR
CH##_HOSTFOV_ID 0
CH##_WINSIZE_X 1920 # HMD resolution is determined by the runtime
CH##_WINSIZE_Y 1200 # This simply sets up a window that can be used for debugging if BlitToWindow is ON but we do need it for full screen exclusive
CH##_PIXEL_DEPTH 32
CH##_ZBUFFER_DEPTH 32
CH##_STENCIL_DEPTH 0
CH##_MULTISAMPLE_MODE 8x
CH##_HEAD_TRACKER_ID 0 # Read from 1st head tracker (OpenXR) and...
CH##_WEAPON_ID 13 # Write to weapon camera (_sensor_weapon)
CH##_SWAP_INTERVAL 0 # Disable desktop VSync, so we sync to the display.
CH##_STEREO_MODE ON
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# HMD XR OTW (OPENXR, VARJO NATIVE) Channel
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CH##_NAME HMD_OTW
CH##_IGMODE OTW
CH##_HOSTFOV_ID 0
CH##_WINSIZE_X 1920 # HMD resolution is determined by the runtime
CH##_WINSIZE_Y 1200 # This simply sets up a window that can be used for debugging if BlitToWindow is ON but we do need it for full screen exclusive
CH##_PIXEL_DEPTH 32
CH##_ZBUFFER_DEPTH 32
CH##_STENCIL_DEPTH 0
CH##_MULTISAMPLE_MODE 8x
CH##_HEAD_TRACKER_ID 0 # Read from 1st head tracker (OpenXR) and...
CH##_WEAPON_ID 12 # Write to 1st camera (_sensor_weapon)
CH##_SWAP_INTERVAL 0 # Disable desktop VSync, so we sync to the 60Hz Varjo display.
CH##_STEREO_MODE ON
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# HMD XR OTW/NVG TOD SWITCHING Channel
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CH##_NAME HMD_NVG
CH##_IGMODE SENSOR
CH##_HOSTFOV_ID 0
CH##_WINSIZE_X 1920 # HMD resolution is determined by the runtime
CH##_WINSIZE_Y 1200 # This simply sets up a window that can be used for debugging if BlitToWindow is ON but we do need it for full screen exclusive
CH##_PIXEL_DEPTH 32
CH##_ZBUFFER_DEPTH 32
CH##_STENCIL_DEPTH 0
CH##_MULTISAMPLE_MODE 8x
CH##_HEAD_TRACKER_ID 0 # Read from 1st head tracker (OpenXR) and...
CH##_WEAPON_ID 14 # Write to weapon camera (_sensor_weapon)
CH##_SWAP_INTERVAL 0 # Disable desktop VSync, so we sync to the display.
CH##_STEREO_MODE ON
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# HMD VIVE PRO OTW Channel
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CH##_NAME VIVE_PRO_OTW
CH##_IGMODE OTW
CH##_HOSTFOV_ID 0
CH##_WINSIZE_X 2354 # Vive Pro HMD recommended res (queried from OpenVR), increased to include FOV for
CH##_WINSIZE_Y 2477 # both eyes (MONO)
CH##_PIXEL_DEPTH 32
CH##_ZBUFFER_DEPTH 24
CH##_STENCIL_DEPTH 0
CH##_MULTISAMPLE_MODE 8x
FOV_CH##_X_L 53.49 # This is the Vive Pro maximum FOV across both the left and the right
FOV_CH##_X_R 53.54 # eye frustums.
FOV_CH##_Y_T 54.87
FOV_CH##_Y_B 54.96
OFFSET_HOR_CH## 0.000000
OFFSET_VERT_CH## 0.000000
OFFSET_ROLL_CH## 0.000000
CH##_HEAD_TRACKER_ID 0 # Read from 1st head tracker (OpenVR) and...
CH##_WEAPON_ID 0 # Write to 1st camera (_sensor_weapon)
CH##_SWAP_INTERVAL 0 # Disable desktop VSync, so we sync to the 90Hz OpenVR HMD display.
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# HMD OCULUS OTW Channel
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CH##_NAME OCULUS_OTW
CH##_IGMODE OTW
CH##_HOSTFOV_ID 0
CH##_WINSIZE_X 1536 # This is the Oculus CV1 HMD res (as detected by the Oculus SDK, for a
CH##_WINSIZE_Y 1600 # monoscopic FOV built from the default HMD FOV).
CH##_PIXEL_DEPTH 32
CH##_ZBUFFER_DEPTH 24
CH##_STENCIL_DEPTH 0
CH##_MULTISAMPLE_MODE 8x
FOV_CH##_X_L 43.98 # This is the Oculus CV1 default FOV (as by through the Oculus SDK, for a
FOV_CH##_X_R 43.98 # monoscopic FOV).
FOV_CH##_Y_T 41.65
FOV_CH##_Y_B 48.01
OFFSET_HOR_CH## 0.000000
OFFSET_VERT_CH## 0.000000
OFFSET_ROLL_CH## 0.000000
CH##_HEAD_TRACKER_ID 0 # Read from 1st head tracker (Oculus) and...
CH##_WEAPON_ID 0 # Write to 1st camera (_sensor_weapon)
CH##_SWAP_INTERVAL 0 # Disable desktop VSync, so we sync to the 90Hz Oculus HMD display.