Hello Cory, thank you for your feedback!
To your ideas…
-What would be your suggestion for a camera far clip? We could provide settings in the UI. In the meantime you could change the VRpluginModel.py to create the cameras exactly as needed as a first workaround. It is hard to find a general solution for the near clipping, since this distance dramatically changes when scaling the scene via hand controller.
-We have to initialize the view flags the first time the play button is pressed from the current state. Consider this a bug.
-We think a specialized viewport that auto-pauses is a great idea for preserving HMD performance while granting fast access to the regular viewport when not wearing the HMD
-We have oculus-touch controllers also and they are well calibrated here. However, there are two things that can cause alignment errors. First is default DPI scaling in Windows on 4K Displays. Please right-click your Desktop, select “Display settings” and assure “Change the siye of text, apps, and other items” is set to 100%. We will adjust DPI scaling offset in future releases.
The other problem could be an eye preference problem. You need to grab the manipulator in space to have the stereo offset zero-aligned with depth. If you try to click behind or in front of the manipulator, the stereo-center is were the click is injected. Since all humans have one preferred eye for aiming, it feels like an offset then.
Try grabbing the manipulator in correct depth should work for both eyes, if no DPI scaling is set. For future releases we are planning to set eye preference, and some even more sophisticated 1:1 manipulation related to the current mode.
-Nice idea to hold joystick axes to lock directions for the free-hand 1:1 manipulator modes. We already tried something like that. We are still looking for an intuitive layout. However, our final layout will be configurable anyway. We will provide more documentation about button mapping once this has matured a bit.