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Participant
May 4, 2016

Developing for Rift without a headset

Hi so I am trying to get the Oculus SDK up and running on my computer while waiting for my headset and saw in a past tutorial that there is (or was) a method for using a virtual headset to test your code. No sensor input or anything, just a window showing the current view. Is there a way to do this now days?

Thanks!

    13 replies

    Inspiring
    May 10, 2016
    That's problematic because the runtime doesn't write the rendered view back to the mirror texture.

    I have a monoscopic view from a "normal" rendering pipeline that I can display on a window, but there's now way to have the performance HUD information elsewere than on the mirrored display (or the rift itself).

    And yes, even if you specify a DK1 or CV1 "debug" hmd, it will use a virtual DK2, so 75hz at 1980x1080. This is annoying...

    Well, there's nothing we can do this is a bug either on the SDK or on the Runtime.

    edit :
    Well, there's nothing we can do this is a bug either on the SDK or on the Runtime.

    @cybereality can you pass the message to the SDK team if possible? Basically, using any of the "Debug HMD type" result on a DK2, AND when using a debug HMD the mirror texture stay black instead of showing what the render should look like...

    CV1+Touch; Running on GTX980 - 4770K - 32GB DDR3 Developer at LIV
    May 10, 2016
    So the solution is to render to 2D preview normally (not using the mirror texture) and ignore the permanenet ovr_SubmitFrame failure ? This will work but will make any Rift visualization impossible. They should handle this including the CV1 emulation mode, especially with the luck of CV1 HW for R&D ...
    Inspiring
    May 10, 2016
    Well, you can have both running, you can submit your frames to the oculus compositor, and render to the viewport on your window. (or display the content of your render buffer, so you don't have to render everything 3 times, just two.)
    CV1+Touch; Running on GTX980 - 4770K - 32GB DDR3 Developer at LIV