PCVR/Link Development
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Hi guys, I writing a C++ program that reads World of Warcraft data and draws it in VR. I'm not using any engines like Unity or Unreal but I'm modifying OculusWorldDemo provided with the SDK to achieve my purpose. (Actually I did it in Unity but I find the result waaay too slow and now I'm trying with the SDK).I'm at the part with terrain geometry and I need to mix up to 4 textures with a 5th one that contains alpha values for the 4 textures. So I wrote a .shader in Unity earlier but now I need to translate it in the SDK.So far all I can see is I only have access to pRender->LoadBuiltinShader()?Ptr<ShaderFill> shader = *new ShaderFill(*pRender->CreateShaderSet());shader->GetShaders()->SetShader(pRender->LoadBuiltinShader(Shader_Vertex, VShader_MVP));//now I need to set my own fragment shaderPtr<Shader> fragshader = *new Shader(Shader_Fragment);fragshader->?????;shader->GetShaders()->SetShader(fragshader);My fragment shader is going to look like that:T
I'm trying to find the names of the hands/controllers that get instantiated by Oculus at runtime. I'm using the Oculus Quest (Unity) so I can't check myself, but it should be the same on the Rift S. Does Oculus reference these GameObjects anywhere?
Has anyone read anything indicating whether Oculus intends to let us use the Passthrough video/data to create mixed reality applications?
Hi everyone,I am currently developing an application in Unity 2019.1.10f with Oculus Utility 1.38.1 with a Rift S but in the end it should run on the Quest.Now, both touch controllers show up and are tracked in the Unity game view but they don't provide any input to Unity if I press a button. If I build and run it on the Quest, my Quest controllers work..What can I do? It's really annoying...Thanks in advance
HiIn our app we have a strange Jello effect on parts of the screen that has fast movement and is close to the camera. It almost looks like a distorted poly or something like this.This is most pronounced when we hit low frame rates. Is it some kind of timewarp thing that kicks in when framerates are too low?I am not sure if it is Unity related or if I can turn it of in the Oculus settings. At least I did not find any setting for this yetThanks
My team is trying to submit a project for review. For the IARC Certificate, we have a previous ESRB rating certificate for the project, but when we input to find the existing IARC certificate the error above popped up. We are unsure if we need to request a new IARC certificate or not?
Hello!Am trying to address min-spec compatibility with a gtx 970. From reading the forums here and elsewhere, most advice seems to be 'find a gtx 970 to test on'. makes sense. however, they are harder to find now, overpriced because they are somewhat dated given the life-cycle of graphics cards, and i'm also curious to know if the vr market still has ample gtx 970's in action?My alternative was potentially to test on a gtx 1060-3gb which seems to have similar specs compared against a gtx 970 based on gpu.userbenchmark.com, (and what i happen to have sitting around) but also not sure if those test results with lost frame capture tool, etc, will yield accurate results. advice in the matter is appreciated! also, any thoughts on when min-spec might be updated since the gtx 970 was from 2014?[EDIT] testing on the 1060 3GB card was fine to pass nvidia, however this doesn't pass the amd spec, so will continue to look into AMD testing for min-spec.
I am looking for an updated Oculus Controller Art package. The version available for download from the Miscellaneous section has not been updated since 2017-12-22. It is missing the 2D controller art assets for the Rift S Touch controllers.
I have been having issues with getting my game up to the required 90fps. I am running everything on my Rift S. When I run in the editor with the stats displayed on the game screen it shows it's averaging around 85fps. When I build the application and run the validate app tool it shows my framerate fails every time but it's showing it stuck at 67.7fps. No matter what I change in the game it's always 67.7. Out of frustration I tried loading up a blank project and importing the Oculus Integration package and building and checking with the validate app tool and I still get the same 67.7fps.When I run the app with the profiler enabled I have a massive processing time on the GPU under the "Other" category taking up about 12ms on it's own which if I understand the math right already brings the app down to 83fps from just that alone. I've tried searching around to figure out what could be causing this, but I'm not getting anywhere. The only thing I was able to find was people saying to di
After upgrading to 2.0 the trigger on the touch controls is not very sensitive. It requires a long hold where it used to require just a quick pull. Is there a way to adjust it?
I've noticed there is an option to enable pose injection in the Oculus Debug Tool, but there is no documentation on what it does or how it works. Can someone shed some light on this?
can you connect an oculus rift to a pc
We have started development on a VR experience project using UE4. We have 2 months to finish it, and have been developing for our own Backpack PC. However, now that the deadline is closing in, someone on the team reported that backpack PCs just aren't widely available anymore. We can't get backup batteries, and it and I have been told that this completely invalidates our option to use backpack PCs, so we ideally need to find an alternative solution. The space is only 3x4 meters, and we'd need people to move freely around it. If we absolutely cannot find any alternatives, we'd have to switch the whole project to the Quest. Which doesn't seem feasible, since our target platform was PC before, and we'd essentially have to start all over again.So does anyone have any ideas for alternatives to the Backpack PC, or even if there might be ways to get access to backpack PCs?
I just got myself an Rift S and I think compared to the original Rift all Apps/Games look more non saturated and over exposed. e.g. in Space Junkies the whites/highlights are really blown out. Is there a way to configure the display settings on Rift S globally for all applications via Oculus software or openvr ?I was quite happy with the old Rift an liked its display and sound...the Rift S seems more a downgrade for me at this time...but maybe it is just a little bit to early to judge this.thanks for any tip.seb.
im not sure if im dumb or in wrong chat but i follow every yt tutorial and i cant get my rift s in developer mode i will go on my phone and there is no more options
i have a problem as the picture shows.waiting for long time with no reaction.
So I wanna make a game with car controls just like this.Currently using the latest version of Oculus Rift.I'm so close to it but I can only code the joystick (of the left hand controller) to control the steering wheel, not the user's hands. The thought process behind the following code below is that: Detect collision between user's hand and steering wheel (Success).Detect if user is gripping hand (Success).Detect if one hand is higher than the other (Can detect positions of both hands and compare values of the y-axis coordinates).Animate steering wheel based on which hand is higher. For example if the right hand is higher, rotate steering wheel to the right, left hand higher = rotate steering wheel to the left. (Fail) [code=CSharp]using System.Collections;using System.Collections.Generic;using UnityEngine;public class Oculus_Steering : MonoBehaviour{ public GameObject rightHand; public GameObject leftHand; float
I have a problem when I set up Oculus Rift S, displayport is not connected, but the USB headset is connected, I have seen on YouTube in various ways, but still can't. can anyone help me what to do?
I am making a game where you use the touch's 3D coordinates to control a gun. My game does not require the headset and just the controller. Is it possible to get the 3D coordinates of the touch controller without buying the headset, and just buying the touch and 2 sensors?
My maintenance guy replaced my old florescent bulbs (and redid the fixture) with a newer type and when they are on my Rift S does the thing where the controllers go dead and the pass through is static. It never did this with the old bulbs. If I turn off the new bulbs and use an older florescent fixture that is behind a partial wall but still gives enough light for the Rift S to track, the problem goes away. When I was without the main light in this room as the bulbs had burned out, I tried using the light from the walk in closet which is the newer bulbs and again the Rift S flaked out. When using a old fashioned bulb lamp, the light from the TV and computer monitors and the light from the other room to get some light into this room where i use the Rift S it tracked fine. As soon as I switched on the closet light it flaked out again.
Hey gize, I have got a Rift S and im using it on my Alienware R2 15 laptop, intel i7, 16gb ram, windows 10 and with Nvidia GTX 1060 6gb on the alienware graphics amplifier. The problem is, after a few minutes of gameplay the sound turns off, and it wont turn on unless i restart the whole Rift system. (Yes i have checked if its in the Rift S sound option, i tried headphones, i tried rift s as default sound device, i tried other USB ports, other Displayport ports). I can not find an answer online, can someone help?OBS: i used to have a Rift CV1 before i purchased the Rift S now, and this problem never ocurred.Thanks gize
I have set up an Oculus into Demo mode with access to only 5 different types of content. Out of these, 4 content work fine and display in front of the user while experiencing the content but 1 of the Oculus App plays to the right side. For that single App, the user has to always turn right and play it. Can anyone experienced the same? Any help would be greatly appreciated. Looking forward to hearing from you guys.
Is there an expected date for access to hand tracking capabilities in the Rift S when developing in Unity environment? We currently use leap motion and would love to have a single solution.
Hi,We are developing a game for fitness machinery using Unreal Engine 4.22. It is going to be installed in various gyms and fitness clubs around world. While we find Oculus Rift S the best hardware choice available, we completely don't need some features and they are posing quite a problem for us. Is there anyway to turn off:- Oculus safety zone setup (we have more advanced safety measures including real-time heart rate and performance monitoring and custom safety zone for each integrated fitness machine)- Oculus floor heigth setup (we calibrate it in game)- Touch Controllers (game is controlled via fitness machine e.g. indoor bicycle, HMD movement and our custom-made triggers)For now Oculus keeps on reminding us to do default setup actions like safety zone calibration every once in a while which is extremely annoying, not to mention the fact, that we have to constantly replace batteries in controllers that we tottally don't need.Thank you for your help!
with Unreal and Optitrack this update fixes nothing and breaks everything. I did not want to update, how do i roll back? (from 1.39 to 1.38)
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