The reason why I think there seems to be a more universal problem is that I downloaded several other similar unity projects, and watched videos of a studio that had a setup like this and worked with big name brands.
They clearly had similar issues but they tried to mask it by putting the scene in a smaller space.
Cave Virtualreality fuck up
>perons view
Additionally this is not analogous to real life situation. The thing is that in a real life situation the camera angles would be fixed and would not increase their field of view depending on the distance of the wall to the camera, a 4 camera set up would always be fixed at 90 degree angles. What is happening here is similar to an effect you see in torantino movies sometimes, when camera moves towards the object but decreases it's FOV so it looks like the object is not moving but the area is becoming wider or narrower around it.
The thing is that if we did it like real world where the FOV does not in fact change and stays static regardless of the movement, you would get warping errors in the middle of the wall where the camera images meld, essentially the same issues you get when mapping a cylinder onto a cube.
Well, whether or not the problem is intrinsic, you can obviously reach your solution by mathematical means. Do the manual calculation (pen-and-paper-wise) of where points of an object would end up on the analogous wall plane in a real-world scenario, and then do the equivalent calculation for similar vertices with your virtual cameras and see why and where the calculations differ.
yeah, what is this? I'm not into VR development, but curious about this term.
what is perons?
Pal, I've been studying optics for gaymin' for couple of years, specifically AR and VR stuff. What you are trying to do is analogous to mapping a sphere or a cylinder to a cube, it is impossible. In real world your field of view stays the same regardless of the distance between you and the object, in your case the field of view grows with the distance, alternative to this is if you indeed lock the camera angles but then you are indeed encountering the good ol' issue of trying to map a sphere or in your case a cylinder on to a cube perfectly. Basically there exists no solution.
Its probably a typo of person.
Its also a surname, usually associated with Juan Domingo Peron, a third position politician/general in Argentina
yeah, that's why it's hard and as you say everyone find that problem when working in perspectives
thought it has something to do with peronism, in my language peron(as) means a place for train passengers to get in/out
I find it astounding that people makes typos.
t. never had typo in my life
>What you are trying to do is analogous to mapping a sphere or a cylinder to a cube, it is impossible
Why would that be the case? Why not just treat the wall as an actual plane in the real world, and render the world on it?