PCVR/Link Development
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HiThe app that I'm developing has some graphics problems if the Oculus Rift is connected to the dedicated graphics card but the PC's integrated graphics are also used as the primary device in Windows.I noticed that other apps such as Medium and Quill don't launch in this setup (one shows an error message, the other crashes)Are PC setups like this considered compliant? Can anyone suggest a reliable way of detecting this kind of setup so that I can show a friendly error message?thanks
Hello everyone,I'm new to VR development, and I have a question:Is it possible to Integrate Nvidia's Multi Resolution Shading into OculusWorldDemo?If so, where do I begin?Thanks!
I've just implemented support for live IPD adjustment. Testing with CV1.As suggested, I am calling ovr_GetRenderDesc every frame. In all cases from the start, regardless of the the slider's position, the values returned indicate an IPD of 64mm (32mm each way).When the slider is adjusted at some point, the reported offsets go to the true value.
hi, what are people using as a pix-alike application for viewing api calls/scene layout?i've not been able to get pix working for ages and renderdoc crashes for me since about oculus sdk > 0.7 when the texture creation moved inside the oculus dll.it looks like renderdoc can't patch dx calls inside the oculus dll, so i get crashes in UnwrapResource on a ID3D11Texture2D it doesn't have registered when it tries to CreateRenderTargetView. this is happening in my code and the samples.do any other similar tools work okay or are there workarounds people are aware ofany help greatly appreciated,- damian
I'm getting an error can you help meOVR::DeviceManager - initialized.OVR::DeviceManagerThread - running (ThreadId=0x2BDC).Traceback (most recent call last): File "test.py", line 8, in <module> ovrHmd_GetDesc(hmd, byref(hmdDesc))WindowsError: exception: access violation reading 0x00001148
With the release of Touch last week, I'm running into an issue with my seated app when building against the 1.10 runtime. Consider a person that has their sensors placed on their desk. They have set up Guardian for when they are doing standing, room-scale type applications, and note that the location of their desk is not a safe area. However, for seated applications, the Guardian system will still be running. So now when they are seated, at the edge of the safe area, the guardian system will be active, resulting in the user always seeing the cyan mesh. This is extremely distracting.Is it possible to have some kind of way to switch the Guardian system on/off depending on whether we are supporting Touch or are a seated experience? Or at least to have some way to tell the Guardian system when we are seated and when we expect the person might be moving around? Right now the only option to disable Guardian comes from the user themselves, and it's a global setting.
Hi!I'm planning to make an overlay to display different information of my computer's status in an HUD that sits over any game. Just like Oculus' Performace HUD (https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-hud/).The idea is to get it working over every game/app (even in Oculus Home if possible) without the developers having to do any integration in their game.I know this is possible because of this: http://www.hellov.io/, but I don't really know how they did it or where to start.Can anyone point me in the right direction?Thanks!
Hello devs, I am doing a game in Unity for Oculus Rift CV1. But I face some weird problem when VR is enabled. Mesh edges are flickering(juddering) and it becomes even worse when player moves. I am using Unity 2017.2 and latest Oculus SDK's OVRCameraRig in GTX 1070 with high 8x MSAA along with aniso.RECORDED GAME FOOTAGE : https://www.youtube.com/watch?v=KpW95Y3Xdvc&t=45FOOTAGE FOUND ON INTERNET SIMILAR TO MY PROBLEM FOR BETTER UNDERSTANDING : https://imgur.com/a/PYiumWhy am I facing this problem even with high quality settings? Please do ask for details if u need any. FYI : * Using only Standard shader * Tried enabling/disabling MipMaps
Hello. I'm working on a title for Oculus Rift and Touch. We recently switched to the oculus SDK 3.4.1Since the switch, we noticed a long delay (few seconds) between a controller disconnection and when this is reported to the game (in the order of seconds).This happens when the controller either runs out of battery or the battery is removed (the latter being the easiest way to test the issue).We believe disconnection used to be reported a lot quicker in previous version of the SDK/driver.We are working in a proprietary engine and we check the connection state by: - Verifying we have a valid input state (obtained with ovr_GetInputState) - Checking the flag for the specific controller (left or right) is set in input_state.ControllerTypeHas the behaviour changed in the latest SDK/driver? Is there, maybe, a better way to check for a disconnection of the controller?Thanks in advance for the answer,Best Regard,Samuele
hi everybody.Which is yor recommended platform to develop for oculus sdk? In my computer i have a mix of compilers and sdks from vs2010 to vs2017. The current ms sdk i have installled is version 10.0.16299.15. I have tried vs2017 in first place, but have been unable to compile vs2015 oculus projects with vs2017 so i have tried with vs2015 Update 3. Although this one it is able to load the sln file it cannot compile directx projects, because sdk platform 10.0.10586.0 is not found, which is correct. I have manually changed platform to 16299 but the error persists. As i don want to mess up with this kind of compiler/sdk problems, my question for you is: which is your chosen platform to develop for oculus sdk? Which versions of visual studio And ms sdk are you using?..
First issue I noticed is that the documentation for the "Depth Buffer Support" is quite limited, would be nice to at least have the tiny room samples use it. But I think I figured it out now. So if I pin a window it will use the depth to show if it's behind or in front of something in my application, which is quite nice.But in some games if you open Dash, it will just keep the game mostly functional in the background while in my own application this is not the case and instead everything fades to grey before it opens. Is there any way I can make this behave better?Thanks!
Dear all,the question seems easy but I cannot find any guide nor help to show me how to write a piece of code with Visual Studio to import or create a 3D pointset in VR using its X, Y, Z coordinates.Any help greatly appreciated :)ThanksBest regardsJerome
So... now that the CV1 release is behind us, it's time to ask again: are there any specific plans for porting the new SDK/runtime to GNU/Linux?I'm still using SDK 0.5 with my DK2, and I don't have a CV1, but it would be nice to get official GNU/Linux support again, and know that we can release VR apps for consumers on the platform.
I'm developing for unity and I'm struggling with the sample framework scene examples. Each scene appears to have similar prefabs, but when you dig down into them they are not. I'm looking for clear direction on how to create an interface I can interact with using a pointer. Can anyone point me in the right direction? Thanks.
I'm having issues with porting a vulkan renderer into ovr where it looks as if the view matrices aren't orthonormal, so it seems to be warping/shearing the geometry. For example, if I look up the world squishes a little along the world y. I'm pretty much using the tinyroomVk example code verbatim to calculate the view matrices per frame. The proj matrices are recorded on startup so they are not updated every frame like the tiny room example.for example I'm using this per frame to get the view matricesMatrix4f finalRollPitchYaw = rollPitchYaw * Matrix4f(eyeRenderPose[ovrEye_Left].Orientation); Vector3f finalUp = finalRollPitchYaw.Transform(Vector3f(0, 1, 0)); Vector3f finalForward = finalRollPitchYaw.Transform(Vector3f(0, 0, -1)); Vector3f shiftedEyePos = playerPos + rollPitchYaw.Transform(eyeRenderPose[ovrEye_Left].Position); Matrix4f viewLeft = Matrix4f::LookAtRH(shiftedEyePos, shiftedEyePos + finalForward, finalUp);I call ovr_GetEyePoses(session, frameIndex, ovrTrue, HmdToEyeP
I'm trying to get an app rendered to the oculus but I'm stuck at the top of Texture Swap Chain Initialization here: https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-render/#dg_renderI'm specifically having trouble with this:session->DefaultEyeFov[0]visual studio has a read underline under session complaining: "incomplete class type not allowed". After googling this error it seems I need to include the header file where ovrSession is defined. Looking at the developer reference it seems I would need OVR_CAPI but I alread have it included. These are the header files I've included:// Include the OculusVR SDK headers#include <OVR_CAPI.h>#include <Extras/OVR_Math.h>Am I missing one?
1) Thereis an issue with "ovr-platform-util.exe".It don'tinstall the needed redistributables. I triedto install all redistributables with -r "606493776156948, 133610290311340,1617306711884127, 822786567843179, 1147517301974655, 1604897159783747,118440348500045, 532320330249657, 1008652072555515, 1683508698536289,1002692246447245, 1675031999409058, 910524935693407, 1183534128364060,1113033105419344, 1315322525257173, 1064693870299984"And it simplydoesn't work. 2) Mycurrent fix is to use the "upload a new binary" form on https://dashboard.oculus.com/application/***/buildand add the needed redistributables in that form.But Ineed to send my entire game for each updates. 3) Forinfo (https://dashboard.oculus.com/tools/cli):606493776156948= .NET Framework 3.5 but it's not present in the "upload a new binary"form on https://dashboard.oculus.com/application/***/build1315322525257173(Visual C++ 2017) and 1064693870299984 (Visual C++ 2017 x86) are invalidredistributable IDs ("ovr-p
Hello,I work on Irrlicht engine for a few years and now I try to integrate the Oculus SDK 1.19 into this engine.The render appear ok but I have a problem for the Framerate.Without Oculus SDK I Have a simple test scene that run at +2000 Fps and with the Oculus SDK only 45 Fps.There is no shadows or Glow effect for the moment, just a simple terrain with BumpMapping.I Don't understand why this is so slow...Maybe anyone can help me a little ?In advance thanks.Pseudo code:Set Irrlicht Device;IOCulusSceneNode::GetInstance()->SetOculusAfterDevice(device);While main Loop{IOCulusSceneNode::GetInstance()->UpdateOculusRender(camera, WithoutEffect); IOCulusSceneNode::GetInstance()->SendRenderToOculus();}My Code .h#ifndef _OCULUS_CV1_#define _OCULUS_CV1_#include "glew.h"#include "OVR_CAPI.h"#include "OVR_CAPI_GL.h"#include "OVR_Math.h"#include "Irrlicht.h"#include "COpenGLTexture.h"using namespace irr;using namespace irr::core;using namespace irr::scene;using namespace irr::video;using na
Working on making a VR mod for an old game that uses custom software-rendering (It's only tolerable because of ASW + accidental low resolution that I haven't resolved yet, probably)I'm setting ovrInit_MixedRendering. The user starts VR from an Options menu, and can close it the same way. My code to start and stop VR includes the ovr_Init and ovr_Shutdown, I'm not entirely sure if it should.When starting and stopping from the menu, it works fine, but if I use Quit to Oculus Home, my code unchecks the menu option, and the game stops rendering to VR properly, but when I check that menu option again, the Oculus runtime seems get stuck waiting for the game to load, I'm thrown to a loading white screen. The game thinks everything's fine. If I don't include ovr_Init and ovr_Shutdown in the runtime switching flow, then the menu doesn't work properly.Am I doing something particularly wrong? It would be a bit difficult for me to show code samples right now.
Hello! I'm trying to use the vrc validator to test the app and got many failures. Attached is the log file. I searched the documentation as well as forum and didn't find much detail info on how to fix each failure. Maybe I didn't get the right place to check that information. Dose anyone meet the same problem? Thanks!
Documentation for the 1.19.0 SDK indicates that there is a new Octilinear rendering extension available, which "implements NVIDIA's Lens Matched Shading". However, there are no details as to what exactly enabling this extension does. Lens matched shading requires support/implementation in the game engine renderer/shaders, it's not something that you can just "automagically" support. I'm presuming this does something to the effect of changing how the Oculus SDK is determining eye render target dimensions or the like (implied by the actual extension enum "ovrExtension_TextureLayout_Octilinear")...?
Hello,since a little while ago some VR applications run very jittery on the Oculus as compared to normally.Background Info:I am developing VR experiences in Unreal Engine and so far they all ran very well on the Oculus, noticably smoother than on the Vive. But now the same applications are very 'jittery', now much worse than on the Vive and I don't know why. I am using packaged VR projects to trouble-shoot this, so these applications have not changed between 'all good' and now.More Details:First I tried all sorts of things within UE as I thought it was to do with an update from 4.15 to 4.17. But as the tests with those existing applications showed it must be related to something outside of UE (I guess).The 'jitter' is mainly noticable when turning the head. It looks like linear movement and teleporting are ok, but it's hard to say as I can't keep my had still when trying to do a strictly linear motion :-)Therefore I looked at ASW for a bit and tested the different modes (ctrl+1 / ctrl
Hello folks!I'm currently trying to write a Qt wrapper class for the Oculus Rift. So far, everything went extremely smoothly. However, now I'm hitting a problem where the call to ovr_CreateTextureSwapChainGL() crashes. I did initialize OpenGL and I set the current context but the call to that function keeps crashing the application.Is there anything I need to do other than initializing OpenGL and setting a valid context?Here is my very small wrapper class:I'm using OculusSDK v1.19
Hi, I would like to implement Oculus rendering in my OpenGL app which is already providing stereoscopic rendering. The stereo views are already stored in GL_RGBA textures. I was wondering if there is a way to submit these 2 OpenGL textures to Oculus without calling ovr_CreateTextureSwapChainGL to create them ? If not, is it possible to create the TextureSwapChains so they are based on the already created Textures ?Thanks !
Hello everyone. I'm currently doing a small clone of portal (on Unity) for the kicks of it while waiting for Music Box to be released and get some feedback.Here you can see the progress on my portal clonehttps://youtu.be/zRj8HomsCYAFor the moment for the portals I'm using a render depth shader allowing me to see straight trough my current camera's to see the "portal camera". It works quite nice and fast but it can end up having some glitches i cannot solve because they are caused by render depth issues. I made a few tests to have it work with rendertextures. But rendertextures seems to be updating too late (rotating my head makes the texture "shift" to one side for a split second until it's back at the right place) it's very quick but it makes it feel "wrong".Is there a way to make sure "portal camera" + rendertextures are always updated before an image is sent to the headset (ASW included ?) Any help is welcome. Yoirgl.
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