PCVR/Link Development
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Hi folks,is there a working example to stream a video on GearVR using mobile SDK (e.g. replace android mediaplayer with exoplayer)?
In-app purchases are failing for some of our test users at the payment stage. Just after entering the PIN, they receive the message: 'Request not complete''A problem occurred when trying to complete your request. this can be caused by entering incorrect information or trying to complete an unauthorised action'The payment information and PIN are definitely correct. I have just verified this with a newly made test user account.IAPs are still working correctly for other test users in our organization using the same app build.Can you help, please?
Hello,I'd like to display the tracking sensors within the game, as a visual cue for players to reorient themselves.Are there reference meshes available for download somewhere that I could use to model the sensors from?Thanks,Julien
Hello, I'm currently trying to use the Native SDK of OVR.But I've a problem : https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-render/What should I put instead of "...", I tried FBOs, but doesn't works.And how to use while render it.Thanks.EDIT : It was not a problem with FBO, so yes you should you fbos thereif (ovr_CreateTextureSwapChainGL(session, &desc, &textureSwapChain) == ovrSuccess){ // Sample texture access: int texId; ovr_GetTextureSwapChainBufferGL(session, textureSwapChain, 0, &texId); glBindTexture(GL_TEXTURE_2D, texId); ...}
I've been dancing around this question a bit in my VR musings and at this point, I think just plain old getting a discussion on the matter would be of some value. To start, I posit the question: "How do we want to experience virtual reality?" With gaming, movies, and other such media, we have a set of well defined, standard user interfacing systems. With games, people frequently sight the console gaming couch, gamepad, and TV. Movies have their theatres (home or cinema), and reading has the book and web article. So where does VR stand?Right now, I see VR in a giant tornado of interfacing options, peripherals, and sci fi madness. Oculus has made their effort by positing the Oculus Rift as a seated experience, yet things like PrioVR, the Kinect, Leap Motion, or in other words, motion controls don't seem compatible with this line of thinking. I think we need to get things sorted out ahead of time right now before things get too out of hand and we risk damaging VR on the lines of motion co
Hello,I am developing a game for Windows with DirectX and OculusVR support.Now, I want to display the content of the HMD on my desktop monitor. Therefore I create a MirrorTexture by ovr_CreateMirrorTextureDX.Certainly the mirror displays both the left and right eye. But I want it to display only one eye in rectlinear view.How is that possible?
Is there an approved way of doing this in software? I'd like to be able to test builds as regular Windows apps as well as test in Unity without always having to use the headset (using mouse control of camera). I've tried closing the Rift home app and shutting down the service, which does the job, but then after starting service when testing with Rift, it adversely affects the system (Windows and taskbar go invisible, Rift functions as gyro but no sound or image, requiring a reboot). Reaching around and unplugging the HDMI works fine but is a bit of a chore. Any suggestions? I seem to remember in an older Rift app you could set it to not kick in when an Oculus-enabled app starts.
Hi all,First post for me on this forum, hope I'm in the right place. I've been working on adding VR support to the open source game engine called Godot (https://godotengine.org/). Recently all of the core work was merged into the master branch of the project and support for VR through OpenVR has all the basics working fine.Seeing I now own a CV1 and touch controllers I was thinking about turning my hand at supporting the Oculus SDK as well (and in the long run looking at mobile support as Godot runs beautifully on Android). I've only done preliminary research looking at the sample source code in the SDK but thought I would do a post to announce I'll be working on this and hopefully get some feedback and help :)One question that I do already have is around the render buffer textures. The sample code seems pretty adamant on the Oculus SDK creating the render buffers for the game engine to render into and then committing those render buffers. Godot already handles all the render buffer cr
I presume there will be an Oculus cinema/media player for CV1. I don't want to rely on cinema app developers who are dropping like flies - LVR, VRPlayer, MaxVR, VCLPlayer, KaleidoPlayer… these applications simply don't work in direct mode or latest runtime. Ironically it's LiveViewRift, awash with options and working perfectly in extended, that's dead in the water where CV1 is concerned. I hope any official media player is modelled on LVR (preferably open source). Concentrate on the hardware, by all means. But if Gear has Oculus Cinema then CV1 should have something similar, something better.LVR is something better. Make it so.
I'd like to add Dash icons/store art for my local Unity build. Is this possible? I've tried updating the Icons under player settings in Unity, but they don't seem to be utilized by Oculus. Is there a way to integrate these for local builds? Or does something have to be released through the store to have an icon in Dash?
I have a VR demo that I created in Unity that is being deployed in a retail store. For that reason, we need the app to launch on system boot.Currently, we're attempting to accomplish this with a Powershell script, but we're hitting an issue: The Oculus home app starts (as expected) but remains in the foreground, with the Unity game running behind it. Also, it seems as though the Unity app is not correctly detecting the Oculus, as I'm just seeing Oculus home on-screen when I put the headset on, rather than the app. To be clear, if I manually launch the app, rather than run the startup powershell script, everything runs correctly.Any thoughts on how to set this up successfully? Has anyone created a powershell script to launch an Oculus app, without these issues? Is there a method to externally launch Oculus Home apps?
Are we seriously just out of luck when it comes to multisampling in OpenGL?So far it looks like *maybe* I could create a multisampled renderbuffer and blit that to the swapchain texture after binding it to FBO? Seems roundabout :|UPDATE: Renderbuffer MSAA works, but for some reason ovrLayerEyeFovDepth invariably causes framebuffer issues with my test program that culminates in a crash on ovr_Destroy(), and also causes weird rendering artifacts. Is this only supposed to be used if ASW is being used, because I'm testing on Win7.
Working with the PC SDK, I managed to get everything to look fine if I don't use the ovrLayerFlag_TextureOriginAtBottomLeft flag with the ovrLayerEyeFov after inverting everything in my API test/practice app on the Y axis, worked perfectly.. But now I'm trying to put VR rendering into my existing engine and I can't go in and change the Y axis on everything and all the shaders (easily) so I would like to use this flag but it's causing really funky distortion of the eye textures when looking around. The OculusTinyRoom(GL) sample doesn't seem to be doing anything in particular to prevent this strange warping.It has something to do with how the compositor is drawing the eye textures according to the RenderPose I'm setting for the EyeFov layer, but the pose works fine when I don't use the bottom-left texture origin flag - as long as I also flip everything about the rendering upside down.. Then there's absolutely no distortion/warping from the perspective.I can't find anything anywhere
Hello, I'm sure I won't be able to afford an Oculus Rift any time in the next several years, would it be possible to get an Oculus Emulator that makes the system think the rift is connected and see the output in a window for development purposes?
Hello,I am referring to the mail that I've send Oculus regarding this issue.Is thereany way to prohibit the Oculus Rift from timing out whilst active in a Web-VRmodule? Currently we are trying to use the Oculus Rift to present a VR make inFirefox and that works perfectly, however when the glasses are left on thetable, they time out after 10 minutes. We've circumvented the disabling of theRift when taking them off by blackening the sensor, but the Rift times outafter 10 minutes of not moving. Is there any way around this? Ive lookedthrough the internet and people speak of charging ports etc, but this doesntlook like an USB or power-issue. It seems the Rift is programmed to turn offafter 10 minutes of inactivity. Is this correct? And how do we make it not turnoff. When we move the glasses after the timeout they DO become active againhowever the webmodule doesnt work this way, so we have to reload everythingafterwards. The module cant open the connection to the glasses afterwards.We are l
I've been hacking together a bare-minimum LibOVR test program to get my bearings with the API and see what works and what doesn't, and so far everything works fine: creating a session, querying the HMD properties, setting up eye texture swapchain, creating FBOs and attaching the swapchain texture(s) to it for rendering, WaitToBeginFrame(), BeginFrame(), EndFrame(), everything works hunky dory, no problems whatsoever: except that I cannot get my eye textures to show in the Rift for the life of me.I've backed up, ignoring all the tracking and actually drawing anything, and am just trying to get the glClearColor() to show up, by just doing a glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) call when the eye texture is attached to the FBO, and the FBO is bound... I'm checking the result value returned by all the libOVR calls and none of them are returning unsuccessful. It properly waits until the headset is on and status.visible == true, then it actually engages the rest of the API
Hello,I have an application written in Unity called DashPanel that displays extra information for racing sims.http://store.steampowered.com/app/715670/DashPanel/ I am currently trying to make it VR compatible, by its nature it needs to be run as an overlay on top of the actual simulation itself. I have achieved this in OpenVR by rendering the app to a texture and creating an overlay via the OpenVR API.OpenVR example on top of Assetto Corsa.So in the new Oculus Dash I was able to manually position the desktop roughly where it was needed then open and run DashPanel. I cannot “grab” the app itself it shows a window with an exclamation icon. Any ideas why? However moving the desktop then opening DashPanel fullscreen achieved close to the effect required.So is there anything in the API to allow me to programmatically pin and position the app? It is very hard to be accurate with the manual method.Also is it possible for transparency to be correctly applied as can be seen in the OpenVR image
Hi all. This is a two part question.Question 1: What is the latest SDK that the DK2 supports. Can it be developed with the newest as of Nov 2017, 1.20.0?Question 2: When developing with the CV1, does Home need to be installed in order for it to work with developer apps? The reasons for the questions is that I am trying to determine which headset to go with to begin development for my own personal apps, no intent on distributing. Preferably I would like to remain offline.
The documentation states that applications supporting Dash should "pause, mute audio playback, and stop rendering any tracked controllers" when the Dash menu is active. Does the requirement to "pause" a multiplayer experience includes pausing all other users' movements? Or in pausing the Dash user's input, actions, and audio sufficient? If the user is on a "railroaded" experience with other players, can they continue through the experience or will we be forced to disconnect them? Similarly, are we required to mute all audio communication or if we can leave party voice chat active?
Hi, I'm developing a vr game for oculus that is not in the store. the problem is that the game icon in the library is small with an ugly background. i tried to use a bigger game icon (set in unity player setting) but it doesn't change anything. Does anyone know how to solve it?
I read this VRC Validator document.https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-vrcvalidator/Document say "use C:\Program Files\Oculus\Support\oculus-diagnostics\OculusVRCValidator.exe"But I can't find it. In my computer,cd C:\Program Files\Oculus\Support\oculus-diagnosticsdir *.exeOculusDebugTool.exeOculusDebugToolCLI.exeOculusLogGatherer.exeOculusMirror.exe4 exe files exist, but OculusVRCValidator.exe doesn't exist.How to get OculusVRCValidator?
I get a lot of warnings in my simple OpenSceneGraph (OpenGL) application running with the latest SDK 1.20.0:...06/12 17:25:32.939 {!ERROR!} [Kernel:Default] WaitableTimer slept too long/short (i.e. 1.738477 ms)06/12 17:25:41.174 {!ERROR!} [Kernel:Default] WaitableTimer slept too long/short (i.e. 2.374699 ms)...I have tried to replicate the behavior of the OculusRoomTiny(GL) demo, but I am obviously missing something, since the demo runs without these warnings.What is the source of these warnings?
Since the new dash update everytime I need to use the mouse while in VRchat I can't use it. Even if I don't actually have dash open and just want to make updates to Unity. It's like there is a bug that is disabling the mouse even when you aren't in the dash screen. I would actually prefer to have the mouse NEVER disable even in dash to tell you the truth. Anyway I had to report this because it was very frustraing, rolling back to non-dash for now.
I'm having an issue with Dash not deciding if it is behind or in front of things in my Scene. The left eye is fine but the right one is flickering badly. This only happens at < 90fps and only if ASW is enabled (I tried the different modes using the Oculus Debug Tool).Based on the things I checked, I don't think it's me doing something wrong, but then again there aren't really any frame debuggers that work without compromises :(Also I can't reproduce this with the tiny room d3d12 sample after hacking depth support into it.Any ideas on this would be great!Is there any way I can view the depth buffer submitted to the Oculus runtime?Is it okay to use the same index into both color and depth swap chain buffers? (I'd think so and tried both without any change for my problem)Is there any advantage or disadvantage in providing a multisample depth buffer to the SDK? (Currently I resolve it on my side)Not Oculus related, but I'm having problems with resolving a 24 depth 8 stencil multisample
I'm writing a c++ Rift project based on OpenGL. It seems like '#pragma omp parallel' does not work for my project. I have set the multiprocessor property of my vs2015 to 'yes(/MP)', but it still doesn't work out.
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