PCVR/Link Development
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Hello,I have an Oculus Rift DK2 headset and I am developing an app for it using C# wrapper OculusWrap. It would be very helpful if it would be possible to run the Oculus code without having the heaset connected all the time. Of course there would not be any sensor inputs but there are many features that I could test without that....So my question is, is there any way to emulate a "virtual" headset just for testing purposes? I spent a lot of time googling it and it seems there have been some ways to do it in the past but I couldn't find any that would be working nowadays.Any help would be highly appreciated
Hi, I am a developer who is making a prototype with VR in a games engine called Unity and I would like to make 360 videos work in VR.So I followed a 360 video tutorial from a Youtuber called Valem and I wanted to do something like that in my VR project. I am using the latest Oculus Integration Set and Unity 2018.3.8f1, Oculus Package (1.24).I have downloaded a 360 video from YouTube and followed the tutorial. First thing I notice is that the downloaded video is rendered weirdly,Can someone explain why my video looks like this?I would like to fix my 360 video in Unity so that the video can be truly 360, not split like one eye is looking normal and one is sideways. This is my render texture and material that I have usedThe game window shows different views like one eye showing normally and the other is sideways.I would appreciate any help for fixing itRegardsRemo
This is on the quest menu. Why can't we have an equivalent on the rift S ? What's the real Oculus purpose here and why not allowing us to do it at all even trough command line ??@ninjaGG at least tell us something. Yoirgl
What TH happened to Hybrid Apps?The concept (was) is so powrfull and, nevertheless, somehow banished as it had never existed. That's weird. I mean, c'mon, it's been less than 18 months from those presentations at OC5. It's not like it was the Pleistocene, even in VR-time terms, and the idea is still good. If the impliementation did not work, there still should be some kind of Oculus support plan or recomendations to build hybrid PC+Monitor / VR apps. Does anybody know anything about where it all went, and if it's abandoned or not?ThanksAlex
Hi I have a Full motion simulator and ( oculus rift / and rift s owner ) . I am the designer , assembler and programmer of such robot. I play flight simulators and vehicle simulators since 2004. Today I have I problem:In all my vr home experiences for surge axis(braking and accelerations) is not possible to invert the display acceleration direction sign to reach real feeling during a brake event or an acceleration event inside a virtual cockpit with my system moving. For example if I brake my seat moves backwards and also my body moves backward and vr fov moves backward too.The question is : into the vr I see a fov going backward during a braking event in opposition to a fov going forward perceived in reality when i drive my car for example a steering-weel distance lower against normal cruise one if I open the gas(not real). How can I solve this without invert my hardware motion cueing algorythm?thanks in advance
Hi everyone, is there a way to invert oculus head tracking vector direction such as Y = 1*value to Y = -1*value ? or could you provide a setup that inverts surge target zoom for 6 dof motion rigs?I describe the issue: when I throttle aircrafts, helicopter, motorbike or cars, they have a virtual cockpit and neck effect (head inertia) is provided by the motion rig when you brakes a steering weel distance should be lower and not higher as is at the moment (when you apply brakes ,sim is going backward and also hmd, and also visual zoom targeting the objects and objects in that case should be next to your face not far.) We are a little number that develops this mechatronic system, but the great number of end users cannot feel that problem because they go with max 4dof .I have 6 dof and added surge and sway. I ask you, developers , to create a simple command or flag or a checkbox where users like me can adjust surge axys to match real sensation of going to imp
Hello,If i remove and keep the oculus rift s headset aside while the Unity player (64-bit) is running and wear the headset again after 20-25 minutes, i only see a black screen with gaze-pointer and the whole Unity freezes. It takes 5 minutes or sometimes 10 minutes for the Oculus Rift S to go into resume mode. How do I fix this? I even wrote a script for running the app in background, it runs well but when I wear the HMD again, then it goes into freeze mode.
Repro steps:go to OculusRoomTiny (GL) sample and locate main.cppmodify WinMain (just add the loop):int WINAPI WinMain(HINSTANCE hinst, HINSTANCE, LPSTR, int){ int c = 0; do { // Initializes LibOVR, and the Rift ovrInitParams initParams = { ovrInit_RequestVersion | ovrInit_FocusAware, OVR_MINOR_VERSION, NULL, 0, 0 }; ovrResult result = ovr_Initialize(&initParams); VALIDATE(OVR_SUCCESS(result), "Failed to initialize libOVR."); VALIDATE(Platform.InitWindow(hinst, L"Oculus Room Tiny (GL)"), "Failed to open window."); Platform.Run(MainLoop); ovr_Shutdown(); } while (++c != 2); return(0)
I was wondering why there is no FFR support for the Rift? I don't mean the super aggressive downsampling like with the Quest. But it would be really cool to have maybe 80% resolution at the sides and 120% resolution in the middle.
So Oculus Integration is using SteamVR now?My camera is now much lower since I "upgraded" to 13.0Is this a steam or Oculus issue, or a bug?
I've been struggling with getting world origin to be consistent between Oculus VR and Steam VR. My Pawn (UE4) is a sphere about the size of a head. There is a scene component attached to that as a padding and a camera attached to that. My touch controllers are attached to the scene comp. The trouble came from steam VR pushing my camera up. So I started using GEngine->XRSystem->SetBasePosition to offset the origin that way my camera doesn't get pushed up outside of the parent sphere. Unfortunately in doing this I've noticed that my touch controllers are not following the update. For a brief moment before my code kicks in Steam VR does have the camera moved up and out of the sphere - then my update comes in and adjusts everything and makes it good, except it seems the touch controllers do not follow in this update. I've had the locations both relative and world print to screen for the sphere, the scene, and the camera comps. 
I'm trying to implement in-app purchasing in a Rift app I'm developing in Unity and have followed the applicable guidelines here: developer[dot]oculus[dot]com/documentation/unity/ps-iap/ So far, I've successfully uploaded a .tsv file for the item I want to sell, which will allow the user to purchase access to a bonus scene, and am now ready to try to write the necessary code.In the guidelines, under "Integrating IAP", there’s a list of the available SDK methods, such as “Retrieves all of the user’s purchased items”. But I’m not sure which SDK method I should use in my code. I wasn't able to use the sample script in the guidelines to achieve my objective, although maybe I'm missing something. If anyone can assist me I’d appreciate it!
Any way to skip touch tutorials and the intro? We have to set the things up for everyone of our employees. Thanks.
Towards the end of December I was finishing up the intro of my VR game. The intro is just 5 minute ride introducing the story and environment they are about to experience in the actual game. It is built inside of UE4 (4.23). During the intro normal controls are turned off so they can't interact with the ride aside from looking around with their head. This intro was going to be my teaser reveal for my game as well. I polished it up rather well I like to think. Before December wrapped up I backed the project up across my various devices as it was a big milestone for my project. Everything ran well. No frame hitches, no audio skipping, no tracking issues from performance. I took a couple weeks off at this point for health reasons. It was supposed to be a good stopping location. Upon returning (a couple days ago) I have noticed that with the recent Oculus updates (forced) that performance changed in my intro. Now I get frame hitche
Can anyone tell me if Leap Motion can be used with the Rift S as it has been with the original Rift? I'm wondering whether if there's any conflict between the Leap Motion's infrared lights and the inside-out tracking of the Rift S.
So i had the problem that i could not install the Oculus Software. I fixed it and now I can install it and can use it till it wants to check my sensors.So i install go to configurate and my whole pc crashes with the reason: "memory_management_" or "system_thread_exeption_not_handeled"I get the typical windows blue screen and my pc will crash when i start it and im on my desktop for like 5 seconds.pls help me
Install 'Dawn.Setup.InstallFirewallRulesStep' succeeded.[Debug] [28.01.2020 00:01:41] Install 'Dawn.Setup.InstallUninstallerStep' succeeded.[Debug] [28.01.2020 00:01:41] Extracting asset 'Oculus.ico'.[Debug] [28.01.2020 00:01:41] Install 'Dawn.Setup.InstallShortcutsStep' succeeded.[Debug] [28.01.2020 00:01:41] Setting installed release channel to 'LIVE'.[Debug] [28.01.2020 00:01:41] Install 'Dawn.Setup.CreateRegistryKeysStep' succeeded.[Info] [28.01.2020 00:01:41] Driver version from supplied version file: 1.43.0.000008[Debug] [28.01.2020 00:01:55] Process C:\Program Files\Oculus\Support\oculus-drivers\oculus-driver.exe exited with code 0 (success).[Debug] [28.01.2020 00:01:55] Install 'Dawn.Setup.InstallDriversStep' succeeded.[Error] [28.01.2020 00:01:55] Failed to create service 'OVRService'. [1073][Debug] [28.01.2020 00:01:55] Install 'Dawn.Setup.InstallRuntimeStep' failed.[Warning] [28.01.2020 00:01:55] Rolling back installation.[Debug] [28.01.2020 00:01:55] Attempting to sto
Hey,so my Rift stopped working. And it worked perfectly for the last month or so. Its showing as not connected and on the headset there is orange light.I hadn´t changed anything on my PC, except Oculus app auto updates.I tried reinstalling Oculus app, but the problem persists.Attaching logs from the Oculus Setup.I also noticed that it shows usb 3.0 for the headset. (i am not sure but i think it was showing usb 2.0 there when i installed it month ago for the first time).. my motherboard has only usb 2.0.Any ideas? Thanks
We would like to use the Rift SEnterprise with Enscape, Lumion, IrisVR, Autodesk Live, etc. to view ourdesigns in VR with the design team as well as clients. These programs allconnect to the Oculus through the Oculus Runtime. The runtime still shows theconsumer terms. Is there an enterprise version of the runtime or will theenterprise version of the Quest platform you describe below work to connect theabove to a Rift?
I've had native Oculus support in my project for quite some time, and things are working just fine. However, after upgrading to Windows 10 Pro, I've noticed that during the Oculus library initialization in my engine there are a dozen or so exceptions being generated, presumably from within the runtime itself (asw::exceptions::error). Now, it's worth noting that everything still seems to be functioning properly, but obviously exceptions are not something you want to have happening.The further caveat to this is that I am using a DK2 dev kit/headset. So if the answer is "it's because the DK2 isn't officially supported anymore" that's fine. As I said, everything is actually functioning properly. But I would like to get to the bottom of the exceptions.I've attached a text document that has the runtime debugger output for the initialization sequence, for both release and debug configurations.Thanks!
Hey, so you just got Touch? Fantastic. I thought I'd make a quick list of points to help you get going with Unity integration. This might be obvious stuff to others but I thought with the number of additional devs receiving Touch kits and Oculus continuing to hand them out this might benefit some. And Cyber [or anyone else], please correct me if I'm wrong about the following stuff:1.First up, grab the latest Oculus Unity Utilities and Touch integration. This stuff is still evolving so to avoid errors and snags, make sure you're up to date. See the ReadMe file in the OvrTouch folder for these points and more info.2.In your project, once the Touch sample package is imported, bring in the Touch prefabs and connect up the right and left hand anchors. You can find the prefabs in the OvrTouch/Content/Hands/ folder. Select the prefabs one at a time and drag the appropriate HandAnchor transform to the Touch Anchor field on the prefab.3. To prevent odd movement glitches and update issues, it's
Hello! I have tried everything! I have bought every usb hub posible I have done the device manager thing .I have done the power management thing with disabling and I have restarted it . Tried rebooting oculus and also reinstalled oculus app. I have adjusted the plug on the headset and I also by accident removed the headset and now cant re add it . I used to have the power surge alert but not anymore . It should be working fine I have had 0 issues until I removed the usb hub one time and when trying it again hours later it didn't work. I have a updated graphics card that meets system requirements and has a good working display port and that is plugged in and working . I have tried everything and need help! Please help me someone!!!
Hello, where do you specify the image to use when you are in-game and press the Oculus Dashboard button? Currently, I see the image of the broken image/mountains look instead of my Hero, Cover, Logo, Icon, any of the assets on the Oculus site. Okay, figured out that this only occurs if the game is launched via the Steam product instead of the Oculus store version. When you launch via Steam, Oculus treats it as an "Unknown Source", so it doesn't have the information to display the image. My follow-up question now is, can we include an image in our Steam version, that the Oculus Dash would read from? So the image isn't the broken/missing version, and would instead show the correct image?
Hello,I'm trying to develop some vr visualization with hotspots to launch videos, display text and images in an Oculus like Krpano software.I need to display it on the web, I tried with firefox, it works for 1 day and now when I try to use the helmet, I have no video, just the head mouvements work .(win 10 x64 , firefox 72, aframe, babylon)I tried to uninstall both firefox and oculus, I tried on a new windows install on another computer with windows seven, the same...I think that's an update problem, but I can't resolve this issu.So my questions : - Have you experienced the same thing, have you found a solution ?- If you use webvr what is your development softwares.- I want to learn to use unreal engine too but I need webvr display at this time, is it possible to display / convert a unreal engine project?Thank you for your help
With the vast number of updates and anomalies created from them, is there some way to prevent auto updates so they can be done in a more intentional and planned way? Can you pragmatically force updates behind the scenes? These updates are creating massive headaches - when unplanned.
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