VR's per-eye rendering: from co-op puzzles to vision therapy. UploadVR's Daumier: Lila & Ghost preview showcases a clever use of Quest's stereo pipeline — each player eye gets a slightly different perspective to enable shared-object manipulation in co-op. Same API, different domain: Amblyotube (Meta Quest) uses XRView / eye differentiation to serve dichoptic video streams for amblyopia treatment. Left eye: standard video. Right eye: enhanced contrast/motion on target regions. Result: passive dichoptic training during content consumption. Technical notes: - Uses MediaCodec + SurfaceTexture per-eye - Shader-based alpha blending for suppression balancing - Configurable interocular suppression ratio via companion clinician portal - Runs standalone on Quest 2/3/Pro (no PC tether) The dichoptic principle isn't novel (Hess et al., 2014; Li et al., 2013), but delivering it via consumer VR — where compliance = 'watch what you want' — changes the adherence calculus. Repo/discussion welcome. https://www.meta.com/en…
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Source:https://dev.to/ashish_624379625242c5d263/vrs-per-eye-rendering-from-co-op-puzzles-to-vision-therapy-137o
VR's per-eye rendering: from co-op puzzles to vision therapy
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