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The walking Coeff was 0.97, so it would crop the bastard back and forth just by basically using movement, leading to some sustained confusion :) I discovered the FOV Coeffs because I essentially kept going back between ImageZoom 0.93 and 0.95 wondering why it never felt spot on. here's the lines: (also not sure how FOV is calculated but entering 110 in the optimizer sets DefaultFOV to 120. Also, hit up the walk/run/open multiplers. If you play with my style (snap the cam up and down to save power) that FOV difference is dizzying. You seem to hit the camcorder FOV with ten degrees less than normal FOV.
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On other subjects, may I suggest something for the INI changes the optimizer does? That has to be something very custom they made. they have the subnautica going on: head bob and left and right sway.
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Welcome to /r/Oculus, a place for Oculus fans to discuss VR.
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