PCVR/Link Development
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Ok. Christmas is over, and I got my Quest (to add to my DK1, CV1, GO, Gear VR, Rift, Rift S). My GTX 1070 has served me very well, but I think I'll start looking at upgrading my graphics card next, and I was looking to get a few of you experts to give me some suggestions - I haven't been keeping up on hardware. My use case: I'm a Unity VR hobby programmer who loves Elite Dangerous and No Man's Sky type VR experiences. Looking to purchase around April 2020 time frame. As a hobby VR programmer, I am interested playing with new hardware raytracing features, so I'll probably want an RTX card... or do you think its just a passing fad? I saw a lot of hype when it first became available, but are there any mainstream games that use it? Also, is VRSS a big deal? It seems to me, that until eye tracking is widely available, technologies that render the center of the view better than the peripheral areas would be slightly noticeable/annoying - not being centered where your eye is actually looking.
Hello, I'm using Oculus Rift S, and I have a question implementing AR environment in Unity.Is there any method to show the environment around user on Oculus Rift S screen, and render VR objects on it?I would be happy if I can get raw image data of front cameras(which are equipped to provide passthrough mode). Thank you a lot for reading my question.
Hi,I am trying to get the button state with the code on the documentation :if (OVR_SUCCESS(ovr_GetInputState(this->session_, ovrControllerType_RTouch, &RtouchinputState))) { std::cout << "last update Rtouch : " << RtouchinputState.TimeInSeconds << std::endl; if (RtouchinputState.Buttons) { std::cout << "Rtouch button pressed" << std::endl; } if (RtouchinputState.Buttons & ovrButton_A) { std::cout << " Handle A button being pressed " << std::endl; }}And the input state seems to stay at 0 whatever the button i press. The touch are working, i can use them in others applications. Also the upd
We'dlike to invite any interested Oculus Devs to try out our demo of TheDays After . Weare super excited to finally get our game in a state where we canshare it with others. It has been a long road for us to get here asit's only two of us working on the project.Thedemo contains roughly 20-25 minutes of the gameplay and takes placeat the start of the game's campaign.Weare looking for feedback as we want to produce the best possible gamewe can make...anyfeedback is greatly appreciated! Justlet us know the email address associated with your Oculus account andwe will add you to the beta release channel. You can postfeedback as a reply to this post or message us directly.Thanks!Pamela & StephenFive Finger Studiossupport@fivefingerstudios.comhttp://www.fivefingerstudios.com/thedaysafter
Hi,I noticed massive CPU spikes everytime OVRInput.SetControllerVibration(.5f, .5f, OVRInput.Controller.RTouch) is called. Something like 30-40ms cpu spikes on the LateUpdate function. I tracked it down to OVRHaptics.Process(); being called but when looking at the function, there doesn't appear to be any clear optimizations to make.Anyone else experienced this problem? There's no way there should be massive CPU spikes every time the haptics are used on the Rift/Rift S. I must be missing something.
I've paired a third touch controller as a VR Object. According to the mixed reality guide, the controller should be active for 24 hours as long as the HMD is covered. However, I've noticed it go to standby after 1 minute, exactly as how the normal controllers behave, even if I have the HMD on.@imperativity @mfmf
Hi,Is it possible to access the performance statistics as shown in the "Performance Head-Up Display" via something like shared memory? I'm building a telemetry application for a race game and want to include these statistics.Best regards,Maarten Bakker
VersionsOculusApp: 12.0.0.191.268OculusFirmware: Sorry, I can not confirm this version.Unity: 2018.3.12f1Windows10: 1903 (OS build. 18362.535)OculusSDK: 1.35.0 <= I confirm from oculus utilities plugin.Not working Microphone in unity after update Oculus app and OculusRiftS firmware.This code is not working.// I called This constructor in Awake()public Mic(){ Debug.Log(Microphone.devices.Length); // 0 Device = Microphone.devices[0]; // IndexOutOfRangeException}Error log> 0> IndexOutOfRangeException: Index was outside the bounds of the array.> XR: Error setting active audio output driver. Falling back to default.> XR: Error setting active audio output driver. Falling back to default.> XR: Error setting active audio output driver. Falling back to default.... There is three output audio device in windows setting.This error occurred that I start Unity after I set "Oculus Virtual Audio Device" to audio device.If I set an
Hi,I've been reading the Oculus SDK documentation and the following caught my eye :"Unlike stereo TVs, rendering inside of the Rift does not require off-axis or asymmetric projection."Looking at the projection matrix formulation (essentially a pre and a post translation transform) it doesn't look much different to what I'd use for normal 'TV' stereo, e.g. like what is described here : http://developer.download.nvidia.com/as ... o_Z-SG.pdfI appreciate that the derivation is different due to the fact that there is a separate, physically translated screen for each eye, rather than a single screen. Is there any more to it than that?Curiously, there is also no mention of convergence, or focal depth, i.e. the depth at which there is no separation between the left/right images. How is that accounted for?It will probably all make sense once I get my kit and start experimenting! :)Thanks,Vassilis
In Oculus Integration 1.39, we noticed an issue with Avatars on Quest. The entire Avatar is rendering as skin color with some strange artifacts. It appears as if the UV maps have been messed up on the Avatar textures. I can confirm the Oculus Avatar id is being assigned properly and that Oculus is returning the proper Avatar. However, the Avatars are pretty nightmarish. If anyone has any tips for fixing this issue, that would be great. Thank you!
I'm rendering a frame using a custom renderer using DX12, which takes around 5 ms in total for both eyes, so it should be quite comfortable to maintain 90 FPS.Yet, I get these annoying dropped frames every 200 to 400 frames to 87.2 FPS, sometimes 84 FPS, performance HUD tells sometimes the app drops frames, sometimes the compositor.while(1){ ovr_WaitToBeginFrame(); OVR_CHECK( ovr_GetTextureSwapChainCurrentIndex(gg.Oculus.Session, gg.Oculus.Swapchains[0], &gg.Oculus.SwapchainFrameIndex) ); ovrEyeRenderDesc* EyeRenderDescs = gg.Oculus.EyeRenderDescs; ovrPosef HmdToEyePose[2] = { EyeRenderDescs[0].HmdToEyePose, EyeRenderDescs[1].HmdToEyePose }; double DisplayMidpointInSeconds = ovr_GetPredictedDisplayTime(Session, 0); ovrInputState InputState; ovrTrackingState TrackState; TrackState = ovr_GetTrackingState(Session, DisplayMidpointInSeconds, ovrTrue); OVR_CHECK( ovr_Ge
My Oculus arrived yesterday and while I was going through the set up process I cannot get past the "Continue Set up in VR" Screen shows nothing in the headset just darkness but the sound works fine.When I skipped the process and tried to play a game anyway I was able to see some of the games on my computer screen but still nothing in my headsetI already done the following task:- Repair Oculus setup- Update Nvidia Driver- Disable usb power management standby in usb 3 root in device manager- Update Oculus driver- Remove headmask and reconnect the cable after 5 seconds.- Change usb 3.0 port and DP port.- I made sure the cables are in the proper placements (IT Guy myself)I still always have black screen in my headset and i can' t do the setup.Please someone help me I really wanna try this thing outMy computer Specs:CYBERPOWER PC Inter Core i5-9400F 2.9 GHZ, NVIDIA GeForce GTX 1660 6GB, 8GB DDR4 240GB, 1 TB HDD, WIFI Ready
Our systems auto-updated to version 1.27 last night. Calls to ovr_GetInputState() now produce values for m_inputState.IndexTrigger[0] that are always 0 no matter how the trigger is positioned. We're using version 1.26 for the SDK (I haven't seen a newer version). Has anyone else seen this problem?Thanks,Bruce
I’ve just got to say coming from the DK1, CV1 and now to the Rift S. They nailed it! Almost all of my big annoyances have been fixed with the Rift S (and software advances since last playing 2 years ago).The halo strap makes everything more comfortable with less headset movement while playing and less feeling like your face is squished - feels more balanced on your actual head, no more light bleed below your nose, hardly any godrays, no more touchy “sweet spot” in the lenses..much easier to just put the headset on and get a clear picture, no more sensor installation or adjusting sensors for coverage or going too far from the sensors where you movements become low quality and bouncy, no more dedicating a room to VR..the VR goes where you want it to on demand, no more taking off your headset to adjust or see your play area or even talking to people in real life (I set it up to display pass-through mode when clicking the dash button), no more need to take off your headset to do anything o
Schönen guten Tag.Mein Name ist Samuel und ich bin 15 Jahre Alt.Ich hab die Rift S zu meinem Geburtstag bekommen 16.11 Und konnte sie Perfekt benutzen doch in letzter Zeit funkioniert sie nichtmehr und ich weiß nicht was mit ihr los ist.Ich habe schon alles getan was im Internet stand: USB einstellungen, Neu installieren , PC neustarten usw.Ich verzweifle langsam mit der Rift S und würde gerne wissen was los ist. Ich höre die Oculus Home Sounds aber sehe kein Bild.Danke :)LG - Samuel
I am sorry by machine translation.As I often use HMD in a relaxed state, other than center becomes dim and is in trouble.I seem to be able to change FFR of Quest, but want you to tell the way in RiftS.Best regards
I am wondering if it is just me? or has Oculus gone silent for other developers. I can't seem to gain any contact anymore about my game, or about anything else. I have also contacted Oculus Start with no luck. I have sent multiple emails, with the only reply being the generic "Your email has been forwarded to the right team".Please let me know if it is just me or if others are having the same issue. Thanks.
If Oculus Touch controllers contains a set of infrared LEDs so you can see Oculus rift controllers in 3D space ,is thereanything that can be added to the keyboard. Maybe a creation of a real world keyboard with infrared LEDs . Playing games like Elite Dangerous gives an option of knowing how to hotas your controller or peeping out the visor, witch takesaway from the immersion .
Hello. I have a basic project set up, have set the avatar app id and platform app id , and am using a test user that i created on the developer website for my app. I am using the following code as shown somewhere in the documentation: using UnityEngine;using Oculus.Platform;public class EntitlementCheck: MonoBehaviour { void Awake () { try { Core.AsyncInitialize(); Entitlements.IsUserEntitledToApplication().OnComplete(EntitlementCallback); } catch(UnityException e) { Debug.LogError("Platform failed to initialize due to exception."); Debug.LogException(e); // Immediately quit the application.
I have a problem attaching the avatar prefab for touch controls to the player controller prefab from oculus SDK. I have tried making both prefabs as children of an empty parent object. I tried to make the local avatar a child of player controller and it works fine until I move and my hands stay in the same spot while the body moves. I tried looking for a solution and cannot find one. Is there another way of doing this?Thank you.
Hi There,Why is it every time I install Oculus software I get a OVRServer_x64.exe 324220-public running on my PC? I've ticketed Oculus all this week and no one seems to be able to help.
I been looking everywhere and when clicking oculus start it only tells me to sign up again but I'm already a member.So when you sign up for oculus start is says we get access to new hardware but how do we get a rift s?@NinjaGG
Hey guys!I want to know if I can activate the passthrough cameras manually from my software. I want to be able to let the user see through the cameras, while doing some setup for the software.Is there a way to activate the cameras, except the double press on the oculus button?
I'm trying to add a quad layer to an existing DX11 application.This application produces a single eyefov (perfectly working) to which I would like to add a quad containing some data.I have to say this this is my first project involving libOVR and I have very little understaing of DX11.These are the steps I'm following...During initialization:1. allocated a swapchain with ovr_CreateTextureSwapChainDX during initialization. Which resulted in a length of 3 elements2 got the ID3D11Texture2D from each swapchain buffer (via ovr_GetTextureSwapChainBufferDX)3. create an ID3D11RenderTargetView for each buffer4. created an ovrLayerQuad structure of ovrLayerType_Quad type, ovrLayerFlag_HighQuality flags and the swapchain as ColorTextureFor Each Frame:1. Got the current swapchain index via ovr_GetTextureSwapChainCurrentIndex2. cleared the indexed target view via ClearRenderTargetView with color { 1.0f, 0.0f, 0.0f, 1.0f }3. submitted the swapchain with ovr_CommitTextureSwapChain4. added
HelloI would like to get advice from you!I am trying to implement Ambient Occlusion in my GO HMD. I use Postprocessing package. And also tried another assets such as Horizon Based Ambient Occlusion and Volumetric Ambient Occlusion.But no helpful.Hope to hear your advice as soon as possible.Thanks.
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