PCVR/Link Development
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I've been asked about OpenCV with the Rift a few times, so I've made the example code for doing Rift rendering of captured OpenCV images the subject of my latest video. A walkthrough of an application that pulls images from a live Rift mounted webcam and renders them to the display. Example source codeFull example repositoryBook Website
Using Windows 10 (x64), Unity 2018.3.4f1, Oculus Standalone Package 1.29.0 & Oculus Integration 1.34.My app runs well in the editor, but when I try to build and run it, the application shows maybe a split second of the scene and then goes to a black screen. My project had the OpenVR 1.0.2 package, I removed this and was still getting the same issue. Just to test, I started a new project and only imported the Oculus standalone package (without Oculus Integration or openVR), with a simple non-VR camera and the same black screen still occurs.I had another project with Unity 2018.2.20f1 that was actually crashing. The debugger there brought me to this line on the call stack:[Inline Frame] UnityPlayer.dll!dynamic_array<AllocationRootReference,0>::operator[](unsigned __int64) Line 477 C++The error was a memory access violation.My project and build settings follow this guide: https://developer.oculus.com/documentation/unity/latest/concepts/unity-build-pc/
Our product War Online:Pacific failed one test.VRC.PC.Functional.2The app does not launch with a Windows Firewall dialog box or a Unity graphics mode dialog box.WOP is a MMOG, is there a method to open a socket that will not issue the windows firewall warning ? Or a way of requesting access before the warning?ThanksDale
Trying to squeeze last bit of performance, DX12 falls short without latest extensions, it would be great if debug layers worked on Vulkan with AMD.On another note, thanks and kudos for fixing DX12 debugging, both RGP and PIX works very well.
Greetings,We are developing a standalone app (PC SDK) which is to be run alongside game content. This app sends us accurate tracking information which we have mapped to real world objects in the room. Unfortunately, we've noticed that resetting the view ingame does not seem to register as a shift in coordinate system in our standalone app (CalibratedOrigin does not register a change). We need to have this information in order to compensate for the change in coordinate system and to map our real world objects in the new coordinate system. Can someone please give us advice on how this could be done? Can we share the tracking origin between apps? Many thanks
Hello, I have a Unity Project that has been working for awhile. I placed a new FBX into it and now after build my camera falls to the floor and sits there. How to I make my camera stay at standing height again?Thanks!
Hello everyone. I just downloaded the sdk yesterday and tried to compile both LibOVR and LibOVRKernel using VS2017 projects. LibOVR compiled properly. Anyway, LibOVRKernel did not even open the project. The issue is that there is a cycle when processing .props files. The project includes SDK main folder common.props, that includes .msvr/common.props which again tries to search for all common.props files from parent folder. This last recursive include finds the first common.props, raising a VS kind of cycle error. -. SDK\common.props -> SDK\.msvc\common.props -> SDK\common.propsI have commented the include line in .msvr/common.props and it compiles right now, but of course the props overriding behaviour is not working anymore.Did anyone face the same issue??Thanks
Hi,I get OpenGL to work but I dont know how to get the Oculus SDK 1.32 to work with OpenGLI get a problem with textureSwapChain = 0; swap_chain_desc = {}; swap_chain_desc.Type = ovrTexture_2D; swap_chain_desc.ArraySize = 1; swap_chain_desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB; swap_chain_desc.Width = renderTargetSize.w; swap_chain_desc.Height = renderTargetSize.h; swap_chain_desc.MipLevels = 1; swap_chain_desc.SampleCount = 1; swap_chain_desc.StaticImage = ovrFalse;If(ovr_CreateTextureSwapChainGL(session,&swap_chain_desc,&textureSwapChain) == ovrSuccess)Where textureSwapChain = 0 that means NULL.I cant get anything from the function it doesnt even pass the if statement. What is wrong?My code is the following:int Hmd::init_framebuffers(){// Framebuffers //----------------------------------------------- // In order to display, it has to be "complete" (at least 1 color/depth/stencil buffer attached, 1color attachement,
Good day,Don't know if there has been discussions about this. I work for a VR company that wants to develop a product for the mining sector in Africa. A need from the mining experts arose that they want to connect with standalone VR headsets such as the Go and the upcoming Quest. My question is: Will I be able to connect multiple standalone headsets via WiFi to a single PC (the reason being there can be loads of projects done in Unreal loaded on the PC that will act as a server). If not will there be support or anyone I can chat relating to this, or must there be external development done to achieve this.Again, I need to connect various viewers to view one VR project, assisted by an instructor. Hope someone can help me.
Does anyone have a code snippet or example of using OVR_FORMAT_R11G11B10_FLOAT? I've been experimenting and can't get anything beyond the sample OVR_FORMAT_R8G8B8A8_UNORM_SRGB types to work...am I missing something? I use DXGI_FORMAT_R11G11B10_FLOAT for my desktop rendering so my shaders etc are good for HDR but I simply can't seem to pass them to the Rift...Thanks
I have an application that runs in desktop and VR. If I start the app in desktop mode and put on my headset, the Oculus app launches and after a few seconds, my app starts to render in the HMD. A few seconds later, Oculus Dash appears and steals input focus. If I select my application from Dash, it returns focus to my app. If the Oculus app is already running when I switch to VR, this doesn't happen (my app maintains input focus).I tried the same series of steps with an app like Quill. I see that Dash does appear when the Oculus app starts, but then focus is returned to Quill and Dash disappears.As far as I can tell, I'm following all the advice from https://developer.oculus.com/documentation/pcsdk/latest/concepts/book-dg/Does anyone know why this might be happening?
I tried setting it to vibrate on the xbox controller but it doesn't seem to work. Has anyone gotten it to work?
Hello. I want to create my first Occulus project. There's this old point and click game called Riven that uses 2D prerendered images to build its world. I want to bring this world to Occulus rift. Using Riven's 2D source files I want to create sets of stereoscopic images (using Photoshop trickery) and then basically release Riven 3D for use with the Oculus rift. Riven 3D will be a series of static 3D images with various sounds and simple animations, much like the original Riven is a series of 2D images.My question is, which engine or framework should I use to make Riven 3D? Unreal came to mind, but a full 3D engine for serving up some stereoscopic images sends like overkill to me?*TL;DR*Could someone recommend a very basic framework / engine? Could I create, from scratch, a program that outputs sounds and imagery to the Oculus rift? Any pointers to tutorials / guides?Or would unreal simply be a better choice?Thankyou
Hey guys,As part of our development here we are using the touch controllers to identify locations of physical objects in space (to be followed by the appropriate corrections to match physical to virtual). Tracking data is continuously being sent via: ovrTrackingState ts = ovr_GetTrackingState(session, ovr_GetTimeInSeconds(), ovrTrue);if (ts.StatusFlags & (ovrStatus_OrientationTracked | ovrStatus_PositionTracked)) { ovrPosef pose = ts.HeadPose.ThePose; ...}Typically, we leave the headset lying around as we run the initial "localisation" session. Unfortunately, after a while ts.StatusFlags goes to 0 and the positions of the touchh controllers don't change anymore until the headset is nudged. Is there a way around this? A different flag to ts.StatusFlags for controllers too? Should we remove this entirely?Many thanks,Joey
Dear Community,we have a project where an Oculus Rift will be used up to a 100 times per day over several months. By kids. So you see, there is a lot of potential these glasses break. We're thinking about a hardware solution such as a protection case for the glasses, and therefore I wanted to ask here, if anybody knows an existing solution?The goal must be that it is still very simple to use the rift, but it should also be ready for such heavy usage.Thank you in advance!
No use other apps, just use Oculus as a monitor, and duplicate desktop in oculus.I tried, but the view in Oculus is reverse, that is to say, up is down, down becomes up.And I guess are there ways to make 3d view for computer desktop?for example change pupil distance?
I am using DirectX swapchain texture with "ovrTextureBindFlags::ovrTextureBind_DX_DepthStencil" and "ovrTextureFormat::OVR_FORMAT_D32_FLOAT"when I copy from a regular w/z-depthbuffer created by the DX-pipeline with projection matrix provided by the Oculus SDK (with none of the optional parameters), it is all fu with depth only in a very small area.when I linearize the depthbuffer to real Z-depth, it somehow works, but the depth is still all fu by an offset.when I linearize the depthbuffer to [0-1] depth, is fu like with no linearizesince the documentation says nothing about the expected format, I would appreciate any help
Hi All,My main system is running a Nvidia surround set up over two GPU's in SLI.When I first got the rift a couple of days ago, I had to disconnect my other displays to get the rift working, but now I am a little more familiar I have managed to get quite a bit working with it.If you want to keep your surround setup to work with, develop on or whatever you wish whilst using the rift on the same machine here is what I have found:- If running 2x GPU, connect the first TWO displays to the primary card via DVI- Connect your third surround display to the second card via the first DVI port- Connect the RIFT via the HDMI on the first display card (the one with monitor 1 and 2 plugged into)- Do not power up the rift yet, set up your usual surround display, bezel compensation / resolution so that all three screens are classed as panel 1- Apply all changes and save the configurationAssuming you have already installed the RIFT runtime / drivers then make sure the DK2 is set to 'Extended Desktop mo
Hi, Can you help me how to access Gallery of Oculus Go inside of Unity Thanks.^_^
Help me clear my ideas.My goal is to develop a game with unity 3d, build it, launch it on pc, but play with oculus go.I followed this tutorial.I created the game.I built it.Now how do I after launching the executable on the PC, to play with oculus go via wireless?
Greetings to the community :) I am currently running a simple console script in C++ that prints the HMD tracking data (which will eventually be sent over UDP for an app we are developing), with the intention that I will be able to obtain this data while a game is being run. I am using Visual Studio 2017 with SDK 1.30.0. However when running the script Oculus seems to be seeing it as an app and prompting me to quit it before turning on another game. How can I work around this? Many thanks,Joey
I developed my own vr app for oculus rift. but in oculus rift . there is an error. How can i solve?
Hello.I am currently beginning my adventure with development for Oculus and I have been stuck on particular problem for which I cannot find an answer.I've been looking through Libovr reference in search of some way to change Guardian outer boundary and play area. All I have found so far is ovr_GetBoundaryDimensions() which returns boundary dimensions but no corresponding setter for it.I know that it should be possible to do such a thing, because there exists Guardian Boundary Editor made by NeoZeroo from emuvr team which does exactly that. You set up some points that make your boundary and then it overrides the area that was created manually during the user's configuration. Still I have no idea if that was made using existing API or if there exists some Oculus configuration file which holds parameters from users' configuration.Does anyone know how could I possibly override existing boundary configuration?Thank you for your help,lampo100
I need to read Oculus Touch data from my service. When I try to initialize ovr from my service however, I get an error "AccessFailure: Client doesn't have the required rights".Here is my code for the initialization: ovrInitParams initParams = { ovrInit_RequestVersion | ovrInit_Invisible, OVR_MINOR_VERSION, NULL, 0, 0 }; ovr_Initialize(&initParams); ovrErrorInfo info; ovr_GetLastErrorInfo(&info); if (!OVR_SUCCESS(ovr_Create(&_pOvrSession, &_pGraphics))) { ovr_GetLastErrorInfo(&info); // AccessFailure: Client doesn't have the required rights } ovrInitParams params = { 0, 0, nullptr, 0, 0, OVR_ON64("") }; ovr_Initialize(&params); ovr_GetLastErrorInfo(&info); // AccessFailure: Client doesn't have the required rightsThis works correctly, unless is ran inside a service. I configured OVRService service to run under SYSTEM account, as well as my service, still no effect. Any ideas?
Hello,Im just getting started with the Oculus Touch and i used the example: https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-input-touch-buttons/ and it works as expected.then i had a problem when i ran the code example: ORT (Controllers) and my own code parallel.in my code using this line: ovr_GetInputState(Session, ovrControllerType_Touch, &inputState);inputState.ControllerType return ovrControllerType_Nonebut in the ORT it works fine.Edit: When i run my code first and than the example they both works fine, it happen only when i run my code secondany advise? Thanks!
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