PCVR/Link Development
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I have installed all the necessary drivers. However, when I attach my Oculus Go to my PC I get the message "error: device not found" Does anyone know why this might be happening? Relatedly, I accidentally clicked to not allow permissions to files when I originally launched the Go. But, I don't know how to change those settings. Does anyone know how to change this?Thanks for any help!
So every tine I attempt to create the swap chains, I got the error code ovrError_InvalidParameter == -1005 with the following message returned by ovr_GetLastErrorInfo():BindFlags not supported for OpenGL applications.I am using Oculus DK2 with the SDK 1.20 and latest NVidia drivers. This issue started many months ago, probably since 1.12 or so.The code is a direct copy-paste from the OculusRoomTiny (GL) sample, or from the Texture Swap Chain Initialization documentation: ovrTextureSwapChainDesc desc = {}; desc.Type = ovrTexture_2D; desc.ArraySize = 1; desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB; desc.Width = w; desc.Height = h; desc.MipLevels = 1; desc.SampleCount = 1; desc.StaticImage = ovrFalse; desc.MiscFlags = ovrTextureMisc_None; // Tried a direct assignment, but still fail desc.BindFlags = ovrTextureBind_None; // Tried a direct assignment, but still fail ovrResult res = ovr_CreateTextureSwapChainGL(sess
Hi, I am developing VR application on WebVR, how can I get Oculus Go Controller touchpad event/ touch position?Here is a guide of Unity only :https://developer.oculus.com/documentation/unity/latest/concepts/unity-ovrinput/#unity-ovrinput-go-controller
Is there any way that we make the command " ovr.InputState.HandTrigger[ovr.Hand_Right] " gives the two float number in python.I'm trying to read "ovr.InputState.HandTrigger[ovr.Hand_Right]" but it gives the Error " '_ctypes.CField' object has no attribute '__getitem__' ". Also the command "print(ovr.InputState.HandTrigger)" gives " <Field type=c_float_Array_2, ofs=24, size=8> ".
Hello!My company is involved in constructing small industrial buildings. Basically, we have 3D modeling software, where we create a complete digital twin of the real life building we will construct. The 3D is quite detailed.The 3D modeling software we use are called Plant Design Management System (PDMS) and Smart Plant 3D (SP3D). We also use 3D walkthrough software (means they are used only for viewing 3D content) such as Navis Works Manage.We would like to now give customers the experience of viewing our digital models of these buildings in VR before we actually construct them in real life. Hence we have the following questions1.What is the type of Video / Audio file format required to generate VR content for Oculus Rift2.Can you give us any list of supported video file formats?3.Is there a possibility of using existing 3D footage generated from Navis Works Manage Software (.nwd format files)4.What are the system requirements?5.Are there also any converters required to convert Normal
In the current documentation there are the following lines of code:// Display all of the HUD texture.hudLayer.Viewport.Pos.x = 0.0f;hudLayer.Viewport.Pos.y = 0.0f;hudLayer.Viewport.Size.w = 1.0f;hudLayer.Viewport.Size.h = 1.0f;The comment gave me the impression, that some kind of UV mapping is done here. I wanted to view all of my texture, too. So this seems correct. After spending much painful time, I realized that the size is supposed to be the pixels and that's not a UV mapping. The corrected lines should be like this:ID3D11Texture2D* tex = nullptr;ovr_GetTextureSwapChainBufferDX(Session, TheHudTextureSwapChain, 0, IID_PPV_ARGS(&tex)); D3D11_TEXTURE2D_DESC desc;tex->GetDesc(&desc);// Display all of the HUD texture.hudLayer.Viewport.Pos.x = 0.0f;hudLayer.Viewport.Pos.y = 0.0f;hudLayer.Viewport.Size.w = desc.Width;hudLayer.Viewport.Size.h = desc.Height;Or you correct the comment:// Displays only the first pixel of the HUD texture:hudLayer.Viewport.Pos.x = 0.0f;hudLayer.Vi
I've created a sprite sheet with diffuse and normal map textures. In UE4 in order to get paper2D sprites with normal map you have to use a material called something like Default Lit Sprite Material. I copied it and have setup my flipbook animation of my sprites. Looks very neat in UE4. In both the main viewport and the flipbook animation viewport I can see the normal map working on the sprite. In the flipbook viewport you can move a temporary light around by holding "L" to see the specular reflections of your normal map to verify. When I launch this project to the oculus go the model appears flat and only the diffuse texture appears to be rendering on the sprite. I've disabled all lights except one that is position off to one side of the sprite so it should draw and strong specular reflection from the right. When I am in the Go and looking at the sprite all I can see is the diffuse map. No specular accents describing the normal map.
Hi,I was wondering before going too deep into learning the SDK if it is possible to alter the reading of the sensors?My ultimate goal is to *try* to make a Motion cancellation software so I can use the Rift with my motion simulator.Is it possible? or we can only get the values from the sensor and not push anything?Thanks,
HeyI have a 3D project I did in Virtual Studio 2015 at slimdx and I also want to support orculus rift Is it possible? Which SDK do you recommend using?
I created an sRGB render target + view and my app clearly appears too bright in the HMD. I used: desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB; desc.MiscFlags = ovrTextureMisc_None;and verified that ovr_CreateTextureSwapChainDX() returns a DXGI_FORMAT_R8G8B8A8_UNORM_SRGB texture.Checking the Tiny Room sample, I was surprised to find that it doesn't follow the guideline from:https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-render/and creates a non-sRGB view for the sRGB render target. I am puzzled, can somebody explain what is going on?OculusRoomTiny: main.cpp: bool Init(ovrSession session, int sizeW, int sizeH) { Session = session; ovrTextureSwapChainDesc desc = {}; desc.Type = ovrTexture_2D; desc.ArraySize = 1; desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB; &nbs
Something happened within the last month or so that has brought some serious jutter with it.When I load up my game, it's ok for the first few seconds, nice and smooth, then suddenly, it's as if timewarp is turned off. When I move my head I see a double image, like a 1 frame motion blur.I thought maybe it was something I added to the game effecting performance, so I loaded up an old build that I know ran smoothly. Still bad.Tried opting out of beta and Rift Core 2. got an update to firmware and software.Still bad.I can only assume that something has happened with both versions of Home?It's not just my game either.. I've loaded up some other things and I get the same issue. Most recently was The Wave.My rig is an i7-4960x, GTX 980. Been running everything like a dream (as I said, up until recently)I've heard a few other developers complain about this same issue. I'm at a loss now.Is this a known issue with a recent driver or firmware update?Let me know.Cheers
Hi everyone! I'm working on an application in AFRAME, where mp4 videos are loaded "on-demand" with javascript, but i have problems. Sometimes the Oculus Web Browser, despite the explicit load() of the video, does not start the loading, and does not track any event related to the video (no progress/canplay etc). Could it be a problem with caching or mp4 codecs? Is there a preferred way/best practice to loading html5 videos? Here is the main code, which works on Chrome/Firefox desktop & Android. Any reference/example could help a lot, thank you!var promisePlay;videoEl.src = src;videoEl.load();videoEl.crossOrigin = "anonymous";videoEl.addEventListener("progress", (e) => { var videoEl = e.target; console.log(' progress: ' + this.bufferedVid(videoEl), " ", videoEl.readyState);}, false);videoEl.addEventListener("canplaytrough", (e) => { console.log(" canplaytrough:", videoEl.id, videoEl.readyState);}, { once: true});v
I've been unable to get ovr_SetControllerVibration to cause any vibration to occur. I first tried last year, but it wasn't working so I put it off (until now, I'm back on it).I'm currently using the 1.26 c++ sdk.Calling ovr_SetControllerVibration(hmd, ovrControllerType_RTouch, 1.0f, 1.0f) should be a 320Hz vibration, but nothing happens. The call returns success.I can do vibration correctly using ovr_SubmitControllerVibration, so my touch controllers are working.Is there something extra ovr_SetControllerVibration needs to work that ovr_SubmitControllerVibration doesn't need?
Each field in the ovrLayerEyeFovDepth struct is an array of [ovrEye_Count] - that is 2Only exception is the "ovrTimewarpProjectionDesc ProjectionDesc"ProjectionDesc has to be generated from the eye FOV.Since the FOV is different for each eye, it makes no sense this is present only once!I averaged both eyes FOV, zNear and zFar, but this makes no sense to be present only once.
Hi,I need to rebuild the oculus sdk as .dll's. When you download it's setup to export .Lib. I'm using the latest version 1.26 on windows using visual studio 2017. I have a third part plugin that depends on the Oculus sdk and need to add some functions to it and rebuild the plugin but receive this error:mismatch detected for 'RuntimeLibrary': value 'MT_StaticRelease' doesn't match value 'MD_DynamicRelease' in AppOculus.objThere's comments in the OVR_CAPI.h - // OVR_DLL_BUILD - Used to indicate that the current compilation unit is of a shared library. but this alone doesn't work.Anyone know how to set it up for .dll?
What is the procedure to wireless connect Oculus Go headset to PC localhost:3000. Oculus Go is in developer mode, I would like to browse with Oculus Go localhost:3000 on PC.
I've received an e-mail stating that the new Core 2.0, etc. rollout will require having a graphics card that supports Vulkan, and the Rift (my DK2, technically) will no longer function with my severely underspec'd card (which does not support Vulkan). This is not an unexpected turn of events, but it does lead to a few questions:1) What is the timeline for the 2.0 rollout? Obviously, this impacts how I will move forward on my project, and more specifically, card prices being what they are (and cards about to be announced/released), how I time my upgrade to be the least disruptive.2) What, specifically, will require Vulkan support? I understand that Desktop/Home may be upgrading to Vulkan as their underlying graphics API, but is there anything in the actual development runtime/SDK that will require that level of support? I know it's been asked before, but being able to run in a headless "development mode" would at least enable folks (me) to sidestep De
I have my app working fine with both Vive and Rift when using only OpenVR SDK in player settings.To prepare for submission to oculus store, I need to run the Validation tools, (VRC Validator etc) none of the test passed until I added Oculus to the list of "Virtual Reality SDK's" in the "XR Settings\Virtual Reality Supported" settings.Obviously the Oculus plugin is running with only OpenVR or else it would not work in my Rift, which leads to my first question:Q1: Why should I need to add the Oculus SDK in the XR settings? Once I added the Oculus SDK and made it the FIRST SDK in the list, the first few tests started passing.. Starting TestSdkVersionSDK version detected 1.27 for processId 0x1ed0SDK version detected 1.27 for processId 0x1ed0Engine Identification for processId 0x1ed0 EngineName: Unity EnginePluginName: OVRPlugin EnginePluginVersion: 1.27.0
Issue summary: It appears Oculus Home is no longer allowing C++ console exes to connect to the HMD OR is expecting an additional prompt to allow dismissal of the "Please Wait" screen after the Health and Safety warning has been acknowledged. Any input about possible causes behind this issue would be appreciated.Okay, here are the details on our issue:We've put together a simple C++ / Qt console program which interfaces with the Oculus HMD but projects no video -- it only provides accompanying audio in response to user head gestures and controller input. The app connects to the HMD, reads the device orientation to detect head nods, device taps and the like and is designed to work alongside Oculus movies and games. All was well through to Runtime v0.8.0 but, on v1.3.2, after dismissing the Health and Safety warning the app is left to hang at the "Please Wait" screen, as if Oculus Home is expecting to hear something else from the app.When left at that "Please Wait"
Hello!I want to use Gear VR controller in Windows 7 64bit application. Is there a way to do this?As I understand it can be connected via bluetooth (laptop built-in or dongle). But will it be recognized as HID device? I want to have accelerometer/gyro data as well as buttons and touchpad.@imperativity
Hi everyone,we've just upgraded our Oculus implementation in Enscape for the latest windows SDK release v1.20 which should feature depth buffer support for positional timewarp according to the release notes. We therefore create an additional depth texture swap chain: ovrTextureSwapChainDesc depthDesc = {}; depthDesc.Type = ovrTexture_2D; depthDesc.ArraySize = 1; depthDesc.Width = size.w; depthDesc.Height = size.h; depthDesc.MipLevels = 1; depthDesc.Format = OVR_FORMAT_D24_UNORM_S8_UINT; depthDesc.SampleCount = 1; depthDesc.StaticImage = ovrFalse; if(!OVR_SUCCESS(ovr_CreateTextureSwapChainGL(Session, &depthDesc, &DepthTextureChain)))&
-capability to disable Timewarp-having Quad-Layers in stereo-improved SecurityOh, I just see some of the features are still missing, but finally we all have better security, so the HTC Vive Users will not rip off our hard work! This was about time and had to have highest priority...
I have an intensive application that is being pulled down to 45Hz but from what I can tell ASW is not kicking in. When I run the app through the Oculus Debug Tool and force it to 45Hz ASW enabled things look smooth and creamy. But in the app with the flag set to Auto (or running outside of the Debug Tool) the frame rate will drop down to 45Hz but the playback is choppy (the same as 45Hz with ASW disabled). Which leads me to believe ASW is not being enabled when the engine is running (even though it's locking to 45Hz.This makes no sense. Is there anything I could be doing wrong when compiling the Oculus SDK? As far as I was aware there's no programmatic way to set the ASW state, is there?
Hi, i have a problem with Oculus OVRAvatar and the oculus touch in Unity. The hand trigger (the one one the handler) dosn't work some time. This problem is new and is present on all pc in my laboratory. To be more specific. When I press play on my unity project, everythings works fine. when I restart the game, all button works except for the hand trigger, wich does nothing. When I start the Oculus first touch and then I start my game, everythng works every time. Is there a known problem for that?Thank you!
We are currently making a game that uses valve the lab renderer.When we try to upload an alpha version to the oculus dashboard, a pop ups appears that it can upload the OpenVR api (wich the lab uses).Anyone has this problem before? Its a rally big proyect with many people working, we are on life or death situation. The only solution is to use change the renderer?
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