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metal-crow's avatar
metal-crow
Honored Guest
9 years ago

Disabling Oculus tracking/rotation

Hey, I'm aware that this question has been asked quite a lot (https://forums.oculus.com/community/discussion/40288/is-it-possible-to-disable-all-tracking, https://forums.oculus.com/community/discussion/comment/242286), but everything i've found has been for Unity, when I'm working with the C++ API (Using CV1, newest SDK).

Anyway, I'd ideally like some function (like an ovr_DisableTracking), that i could call on initialization that would stop the Oculus from responding to any gyroscopic, accelerometer, etc, readings. Basically i want to turn the Oculus into a head mounted dumb screen.

I've tried a separate thread that calls the ovr_SubmitFrame as frequently as possible, but the occasional frame drop or context switch leads to this making the image occasionally get out of sync with the actual HMD orientation, leading to black bars. Plus I'd prefer to drop an unnecessary thread.

The reason i want this is because i want to have a camera mounted directly on the front of the Oculus piping into the screen, making any Oculus orientation readings redundant, since the camera moves with the user's head anyway.

Any recommendations or code samples would be fantastic. Thanks.

2 Replies

  • In the case of dropped frames timewarp is doing its thing. In any event timewarp is doing its latency reduction even for the captured camera frames.

    To turn this off would mean latency from the camera would be transmitted directly to the user which would be very disorientating.
  • While that may be true, and i thank you for the advice, i still would like some method for doing so.

    Hypothetically, if i wanted that latency, or i have some good reason for disabling it, or i have what i think is a better means of latency reduction; i would like to be able to disable timewarp.