PCVR/Link Development
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This is my humble VR Drawing without using Buttons & a Projection Pointer.I used Only Pen Touches!!!https://youtu.be/OVHM0lArRYYAnd, Technical mechanism is presented here!!https://youtu.be/1gV6DRLtPLA
Hi every Oculus Developers,I am Yongbum Kim.Today, I post my another VR drawing using stipple painting method.I wondered if stipple painting method could be applied to VR drawing.Of course, it took a lot of patience and time, but possible!This is my humble VR stipple painting!https://youtu.be/Dyb5HrWD2YM And, Technical Presentation for it is https://youtu.be/1gV6DRLtPLAThanks,
Hi every Oculus developers,This is my humble VR drawing.I want every students or professors or business men/women to use their VR note books or VR tablets in VR meetings or VR conferences like famous animation "Ghost in the shell".Of course, in the animation, members including kusanagi motoko don't use any terminal equipment, but in real meeting, people mostly their laptops or tablets with digitizers(pen).But, projection pointers and buttons are very uncomfortable to freely /smoothly manipulate individual terminals. This idea is my alternatives for it (an example implementation for my idea).https://youtu.be/-QdC7_GxAKIHere is Technical Presentation for my ideahttps://youtu.be/1gV6DRLtPLAThanks,
How do I start the ability to get the perks?
you guys should add play space mover to oculus rift/s so oculus players dont have to do some other stuff please add play space mover oculus with advanced settings.
I have a rift headset . I broke my rift headset and it can't be fix . so I brought an quest 2 headset. Right now I live in Boston and my pc is in GA . So when I move back to GA will I be able to play my rift games on the quest 2 headset ? Or do I have to buy a rift s headset ?
Hey All,We submitted our Rift S game via Oculus Start around 15 days ago and we haven't heard anything back yet, does anyone know the current average turn-around time for Rift S submissions?
Is there anyway to create an organization that does not require the credit card? Because the system gives back an error when I'm submitting the credit card information and does not let me go through the setup.
Does anyone here know any more details on the release of Body API from Oculus? Saw it mentioned briefly in an a video from Connect and have been trying to find more information on it to no avail.
I'm developing an Oculus Rift S app.Currently, I am having a problem.When debugging, the value of the tracking sensor may be different even if I start the app with the goggles in the same position and orientation.(Specifically, it changes by 0.2m in the z-axis and about 20 degrees in the yaw.)(It occurs when the app is restarted several times without moving with goggles on.)I think that the origin of the tracking sensor changes when setting the Guardian (setting floor height, play area).In this case, even if the goggles are in the same position and orientation, the tracking sensor value will change before and after the Guardian setting.However, the value of the tracking sensor may be different even though the Guardian setting has not been changed.What could be the reason for this?
I am thinking about selling my quest 1 to buy the quest 2. I just wanted to know if I still had my games from quest 1.
I have tried SO much to get rid of the black screen in oculus rift. Pleaseee someone help. i hear the audio, and when i move my head it works just fine on the monitor but nothing is coming from the sight of the headset its self. Others seem to have the familiar issue.
I have everything plugged where it is supposed to go, yet it is black when I put it on. The sensors are detecting my room, the controllers are connected and good. But when I put my headset on it is black:( please help me figure out why
When I launch the oculus rift desktop software and try to log in, I got this error
Hi,I've uploaded a build on the ALPHA channel and I want to test it on my dev account. I've added myself in the user group but haven't received any confirmation email so I can't test the build. Just in case I've tried deleting myself and readding but it didn't change anything. It's been 4 days now. Any idea?Thanks
Hi, I'm trying to find out what I need to do to pass the validator tests but all the links are broken (e.g. oculus.com/documentation/native/pc/dg-vrcvalidator/ is a 404 error).
My OpenGL application is an emulator that displays on a virtual cinema screen. The emulated game runs on a different thread and OpenGL context than the VR cinema.It works perfectly (looking around the virtual cinema with a blank screen) until I start the emulated game while wearing the Rift.But from then on, 1 (or sometimes 2 if I'm really unlucky) of the 3 frames in the VR swapchain are frozen to whatever they were displaying at that point and locked to my face. The remaining 2 (or 1) frame(s) render as normal and respond to head-tracking. Once it gets into this state, it never recovers, no matter what I do, until I close my application and restart it.But if I take off the Rift to start the emulated game, then put the Rift back on again after the game has started, everything works perfectly (looking around the virtual cinema with a screen displaying the emulated game).This only happens when I use the Oculus API. It works fine using the Rift with the SteamVR API.One of two bugs in the
When playing Pavlov I try and hold a gun with two hands but when I shoot my controllers will start to move on there own or stop moving at all it seems to only happen when using two hands can someone please help.
I've released a NuGet package called SharpOVR, it's a .NET API for the Oculus Rift. It is based on SDK 0.4.x and wraps most of the functionality provided by the SDK. It only supports SDK Rendering at the moment (no Client Distortion Rendering). It has a dependency on SharpDX for the Matrix, ViewportF, Vector and Point classes.https://www.nuget.org/packages/SharpOVR/Here's how to use it:OVR.Initialize();using (HMD hmd = OVR.HmdCreate(0)){ // Configure rendering, configure tracking, BeginFrame, EndFrame, etc}OVR.Shutdown();It targets the "Any CPU" platform as the assembly embeds both Win32/x64 unmanaged dlls and loads the appropriate one at runtime. In other words, just add the NuGet package to your project and you're good to go.I've created a sample SharpDX game project (shown below) that can help you get started.SharpOVR SampleLet me know if you have any questions/suggestions.Guy
The built in oculus player controllers jump (most recent SDK as of August 17 / 2020) just teleports you upwards when called. The gravity downward still works, but you just fly straight up. I need help.
Could a moderator please delete this post? Thanks
Yes I'm new to the Oculus Rift DK2 , and am having trouble finding the correct software to download with windows 10 in order to make it work ! ive downloaded the rift software and cant get past the set up screen as it doesn't recognize the headset and only recognizes the one sensor that comes in the kit! Also added to the software I've downloaded SDK 1.3 upgraded to SDK 1.43 like it instructed me to do! However after opening up either one of the SDK files and extracting them , nothing happens , nothing installs , nothing changes, no application process starts , and I'm not for sure what im supposed to do with any of the SDK file contents! PLEASE HELP!!!!!!
1.) I upload a model into Oculus Home, from the _import folder (the picture frame with the storm trooper).2.) Model looks as expected! Texture is rendered with minFilter, magFilter as set in the glb (see before image).3.) Exit Oculus app on the computer, and then re start it again.4.) Model texture *appears* to loose it minFilter, magFilter; and generator has changed to Facebook glTR Transmutator (v.1.5) (see after image).The model behind of the predator does not get touched by the transmutator--it's generator remains as it was original--I'm not certain why. I am hoping someone could shed some light to this. How do prevent the Facebook glTR Transmutator touching the model, because as I mentioned, it was perfect, but any model touched by the transmutator, their textures are crap.If needed, I can post the model that has the issue.before:after:
Hi all,i am currently developing an app for a museum using Unity and the Rift S. The museum is naturally a bit worried about visitors going into menus, changing apps etc. The Demo-Mode would be a perfect solution, but if i take the HMD off, it exits the app after a few seconds (demo mode enabled and playing time set to infinite). When putting on the Rift S again i have to first select the app and then select "start" again. This of course is not hard in and of itself, but in the context of a museum where lots of visitors use it and the HMD gets swapped around a lot, an option to prevent the demo mode to exit the app would be perfect.Is something like this planned at all?
Hello,When running with demo mode turned on, and infinate timeout, my unity application exits if I take the headset off for +-10 seconds.Is there a way of stopping this in code?Thanks,Bruce
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