PCVR/Link Development
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Hi, Using the SDK on PC, is it possible to get tracking pose while other VR app is running?From my experiment I was not able to initiate a session while other VR app was running.I am not looking to render anything, just to get pose information.I am able to do that using OpenVR but looking to achieve this via Oculus SDK.Any ideas?Thanks,Roy K.
tl;dr Best way to run a program that accesses head position while a different program is 'in focus'?I am beginning (play nice, I have no VR dev experience yet) VR development on an application for my honours project 'Creating a VR driving simulator and analysing head movement in VR'. My main goal as far as an actual application is a program that tracks head position during a session and stores it in a usable data format. I need to be able to run this program while the user is playing a session of 'City Car Driving'. So the app needs to have realtime access the sdk while it is not in focus, or it needs to be an 'overlay' or 'underlay' to the program that's already running. Is this accomplishable? Or do I need to go about it some other way?Thank you, Otto
I am trying to test an app using the OculusTrcValidator before uploading it to the Oculus Store. When I run the Validator:$ ./OculusTrcValidator.exe --path "/c/Program\ Files/High\ Fidelity\interface.exe" -vAlmost all of the tests fail like this:Starting TestSdkVersionSending message to OAF: {"requestData":{"wearing_hmd":true},"requestName":"/life_cycle/proximity_sensor","sequenceId":"128"}Response from OAF: {"messageType":"RESPONSE","payload":{"value":"OK"},"payloadType":"PLAIN_STRING","sequenceId":"128","timestamp":"1540425588143"}ERROR: Application launch was cancelledERROR: Setup test failed because application couldn't be started. HRESULT: 1223Cleaning up...Sending message to OAF: {"requestData":{"wearing_hmd":false},"requestName":"/life_cycle/proximity_sensor","sequenceId":"129"}Response from OAF: {"messageType":"RESPONSE","payload":{"value":"OK"},"payloadType":"PLAIN_STRING","sequenceId":"129","timestamp":"1540425588219"}Test FAILEDThe same thing happens when I try to vali
Hey guys - I know the Rift S isn't out yet but I'm hoping one of the Oculus developers can answer this.I'm currently developing a project in UE4 using the non-S Rift version. I'm planning on purchasing the Oculus Rift S as well - anyone know if it would be a process to transfer / port the game over or would they use the same drivers and have it be a seamless transferal process?Thanks guys!Chris
I am trying to use the Oculus VR package in Unity 2018.3.12f, I have the latest version of the Oculus VR package 1.36 and just imported a clean version into my project. I am using the original Oculus Rift headset. When I add the OVRPlayerController and play the scene to test it the scene starts running as it should, however the game does not launch for the headset and the headset tracking does not work in the scene. Instead the Rift home launches and runs as it usually does. There are no errors in the console, nor are there any warnings or messages. This same issue occurs when using the Room test scene that is provided in the Oculus VR package. This error does not take place in a new project with the same package.Has anyone encountered this issue, and if so does anyone know of a solution for this?Thanks.
Looks like VC++ 11 does not include this function. Anyone have a workaround? Porting app from SteamVR. SDK 1.35LibOVR.lib(OVR_CAPI_Util.obj) : error LNK2019: unresolved external symbol _roundf referenced in function "float __cdecl round(float)" (?round@@YAMM@Z)
Hi,I'm working on an application where it's useful to keep track of some OVR SDK log messages that are written to the service logs located in C:\Users\Username\AppData\Local\Oculus. They're named something like Service_2019-04-15_15.45.50.txt.I was wondering if it's at all possible to change the filepath and filename of the output .txt file that these logs get written to, so that they can be written to a designated logging folder for my app instead?Thanks!
Hello everyone, I have some issues with an Oculus DK2 that was bought around 2016. We use it in our lab, but not to play games, we prepare some scenes with unity and then we wear the headset to just stay immersed there for some fixed amount of time.Every now and then the display in the headset turns black, even if the leds on the headset are still on and we can still see the image on the pc screen moving according to the movements of the head. When the headset display turns black, the led of the tracking camera turns off for a second and then turns on again, the image on the computer screen has a lag but then starts moving normally again, following the movements of the person, however the person wearing the headset sees black for the entire time.We are using the same notebook with an HTC vive headset and everything runs smoothly.the specs are the following, the pc is vr ready:cpu: i7 8750Hgpu: 1060 6 gbram: 16 gbgraphic card driver: 419.35Unity version used: 5.2.2Oculus runtime: 0.8Do
For example the classic Overlay-Quad-Layer depth intersection does now work anymore, and there is no way to disable this new ASW. I just want something like the good old Async-Timewarp, or at least an option to enable the classic ASW frame interpolation (since we never miss frames anyway). Now there is constant false jittery offset interpolation dependent on scale, were we added the scaling to the Matrix to work for Overlay Quad Layer intersection with our rendered environments. (This is because we always provide new rendered frames, but they may be late one frame. This was perfect with the capability to provide the corresponding Matrix, but now the shitty new ASW makes false assumptions again!) Also the new ASW is not as good as it could be, why don't you guys just do reprojection with gap filling? When I hold rendering I can clearly see it only shifts a quad, depth information is not used as promoted. Can't tell how pissed I am of developing for Oculus C++ API (LibOVR) because i
Version 1.35 of our PC SDK has been released!The Oculus PC SDK lets you build VR experiences for the Oculus Rift in C++. For more information, see our PC SDK Developer Guide.You can grab the latest version of the PC SDK here: https://developer.oculus.com/downloads/package/oculus-sdk-for-windows/1.35 Update NotesUpdatesOVR_FORMAT_R11G11B10_FLOAT documentation has been updated to note that it's not supported for D3D12 applications. It wasn't supported previously, but lacked the documentation stating so.The ovr_GetTextureSwapChainBufferDX documentation has been updated with D3D12 example code.Miscellaneous inconsequential changes were made to the samples. KeithBug FixesBugs were fixed within the sample applications.
Hi,I currently have two games published on Steam since some months, recently people updated to 1.35 and complained "everything does not work any more", the camera/tracking becomes all jittery/erratic and looks like "watching through a wobbly pudding".After re-compiling everything, upgrading the firmware/etc. I see exactly the same they see.I manage to track down the problem and seems this happens when I enable, in my code, the Timewarp feature.Now the difference with/without it, is minimal, visually "none", in code, little.My code more or less does "about the same" that is doing in OculusRoomTiny with the differences :1. I use the "waitframe" method2. I use FSAA ( so I have some more texture to resolve in )The almost only differences between timewarp/non timewarp are that when I call :p = ovrMatrix4f_Projection(eyeRenderDesc[eyeIndex].Fov, zNear, zFar, ovrProjection_None);there's also an #ifdef DO_TIMEWARP posTimewarpProjectionDesc = ovrTimewarpProjectionDesc_FromProjection(p, ovrPro
Hi,So i do not yet have my CV1, but i have the runtime 1.3 installed, and tried to set the debug hmd to cv1 in the debug tool, immediate crash :(> ntdll.dll!RtlpLowFragHeapFree() Unknown ntdll.dll!RtlFreeHeap() Unknown msvcr120.dll!free(void * pBlock) Line 51 C OculusDebugTool.exe!00007ff7445f2648() Unknown OculusDebugTool.exe!00007ff7445fd7cd() Unknown OculusDebugTool.exe!00007ff7445f65c1() Unknown OculusDebugTool.exe!00007ff7445f8f5a() Unknown OculusDebugTool.exe!00007ff7445fc77d() Unknown OculusDebugTool.exe!00007ff744419430() Unknown OculusDebugTool.exe!00007ff7444013f6() Unknown OculusDebugTool.exe!00007ff74445d3ae() Unknown OculusDebugTool.exe!00007ff74445d27e() Unknown OculusDebugTool.exe!00007ff74445d475() Unknown OculusDebugTool.exe!00007ff7444009f1() Unknown OculusDebugTool.exe!00007ff7444831ab() Unknown OculusDebugTool.exe!00007ff7444632f9() Unknown OculusDebugTool.ex
So I have first person and third person view option. I've searched online and figured out a way to make it happen. Problem is switching from OVR to Normal camera on button click sometimes works, and sometimes doesn't.
Hi everyone, I'm very excited to join and be part of the Oculus experience. My situation is as follows: I cannot afford a CV1 or the PC to go with it, but I have been looking into a DK2 on eBay while I can save up for the retail version. I'm a flight sim enthusiast and have been looking at FlyInside Plug-in, my questions are:1. Is the Oculus DK2 still being supported where I can download the necessary files to make it run under Windows 10 Pro?2. Will the DK2 work with the Asynchronous Spacewarp technology? (I have an i7 laptop HP which I use for FSX, works very well)3. Will the Oculus store work with the DK2?Thanks to all, wishing you a blessed day!Raul
I had videos working fine recently, but as of late I get this error after the video is playing for a few seconds:"Media Foundation : The current media has type changed for one or more streams in file : C:/Users/foler123/AppData/LocalLow/DTX/otherfolder123/ourvideo.mp4"What I gather is for some reason the media type is getting updated or changed, but since the video starts playing fine, it seems like the type should be supported. Any leads or recommended documentation would be appreciated. Thanks all!(I changed folder names for security... that's not my actual file structure :P)Unity version: 2018.2.0f2
ovr-platform-util used to have a -w {"7SP1" | 8.1 | 10} option that let you designate your application as supporting Windows 7 and above, 8.1 and above, or 10 only.This is still in the documentation but appears to have been removed from the latest ovr-platform-util and generate an error if you specify it as a command line argument.
Hello,I am working with Oculus SDK C++ and have specific requirement to read only oculus sensor data.i have separate thread initialize oculus in the beginning with:ovrInitParams initParams = { ovrInit_RequestVersion, OVR_MINOR_VERSION, NULL, 0, 0 }; ovrResult result = ovr_Initialize(&initParams); if (OVR_FAILURE(result)) return false; result = ovr_Create(&session, &luid); if (OVR_FAILURE(result)) { ovr_Shutdown(); return false; &n
I was following the PC SDK getting started guide, and progressed relatively smoothly until I tried to run the demos in the samples file Samples/Projects/Windows/VS2015/Samples.sln in Visual studio 2015. I encountered the error "The windows sdk version 10.0.10586.0 was not found." I followed the steps to correct it in the guide as well: I followed the instructions: edit Project Properties → General → Target Platform Version and changed the version to 10.0.15063.0, which was the windows 10 SDK on my computer. However, with this, the same exact error remained, "The windows sdk version 10.0.10586.0 was not found." So I went even farther, going into the Windows10SDKPaths.props file, and changed all 6 instances of 10.0.10586 to 10.0.15063. However, the same exact error popped up once again. I've tried closing Visual studio and restarting my laptop between steps, however, the result is still the same. Can you please advise on how to fix this? Thanks in advance.
Does Oculus provide controller models that have the tracking rings removed? I am finishing up my Rift app and am currently using the Oculus-provided Touch controller models, which are working well. With the release of the Rift S and different tracking ring configuration I am going to want to use controller models without tracking rings (both so they are consistent between the two controllers and so the Rift S tracking rings don't get in the way since they are more visually obtrusive).Thanks.
Hi! I've been trying to export a scene from Maya in order to import it inside custom Oculus Homes... (via fbx to gltf) but no matter how I try it, the object doesn't emit any light at all. I tried it with a shader, lightmaps (erx to png map) or/and the 2nd UV map. No way... so a little help could be great. Thanks!
Hello all,I'm trying to port my little-open-source-c-game library to Oculus Rift CV1 and I got some problems when trying to create Oculus window/context with GLFW3. I just get a black screen (desktop mirror texture and in the glasses). It seems that two windows/context are created separately, one by GLFW3 (that I can draw to) and one by Oculus SDK.This is my C library: www.raylib.com (https://github.com/raysan5/raylib)This is a simple sample test with GLFW3: https://github.com/raysan5/raylib/tree/develop/examples/oculus_glfw_samplePlease, someone has an Oculus SDK 1.3 + GLFW3 sample (i.e a triangle)?Many thanks!
All samples I found online are old.I'm getting an `ovrError_MismatchedAdapters` error when calling `ovr_CreateTextureSwapChainGL` I'm missing something. ovr_Create returns an adapter id but not sure how to pass it to gltfw or check if it's the one currently selected.Thanks everybody,Diego.
As the title says when I activate the frame loss capture tool (Ver 1.35.00) it uses around 26% of my CPU, this is causing frame loss. Is anyone else having this problem?I am trying to validate my build before I submit to the store but because this tool is so processor heavy I am getting false readings, if I have someone watch the task manager and resource monitor in windows while I play, I average 50% cpu usage with short spikes on loading of 75%, gpu sits under 50% at all times. It feels butter smooth, but with the frame loss capture tool running it jumps and stutters.
I recently purchased an AMD Radeon RX590 and want to get into VR. Is there going to be an update soon that will make the RX590 compatible with Oculus VR?
But we have already D:drive and my Oculus' default library is D:drive. what can i do? how to move Oculus files from C to D??
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