PCVR/Link Development
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How long does it take to hear back about hardware requests? I submitted a hardware request for the Gear VR controller & Oculus about a week ago and never got an email confirmation of my submission or heard back yet.
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:OculusRift.h OculusRift.cpp I'm using OculusSDK v1.19.I'd appreciate any help on this!
Hi, to get the absolute position of the tracking camera in Unreal I was previously using ovr_GetTrackerPose and then subtracting that from the base position using Settings->BaseOrientation / Settings->BaseOffset.Since 4.17 the plugin has moved from LibOVR to the condensed OVRPlugin and the functions I was using have now disappeared and I can't see a direct replacement (although I may have missed something obvious!)What is the best practice way now of getting the true camera position relative to the HMD which would allow a box to be drawn where the tracking camera is in the virtual space as in the OculusRoomTiny CameraVolume example from the SDK.Huge thanks!Ally
Hi,I'm attempting to setup a Vulkan swapchain for Oculus. I've followed through the guide, with the following steps: * Calling ovr_Initialize, then the ovr_Create, ovr_GetHmdDesc * Initializing vulkan instance, with VK_KHR_get_physical_device_properties2 (if I skip this, it will fail sooner with ovrError_InitializeVulkan) * Enumerating the physicalDevice structures, picking one that matches one in the ovr -API. * Initializing vulkan device with VK_KHR_swapchain, VK_KHX_external_memory, VK_KHX_external_memory_win32 * Retrieving the parameters for each eye & per-eye resolution, (ovr_GetRenderDesc, ovr_GetFovTextureSize) * At this point I attempt to call the ovr_CreateTextureSwapChainVk.I'm running in 32-bit mode because my environment (PyPy derivative) does not yet provide 64-bit runtime. GPU is GTX 780 Ti.I also tried the OculusRoomTiny (Vk) -demo. It refuses to compile at first (with the latest lunarg vulkan sdk 1.0.54.0), and after adjustin
Hello Oculus community,I could not up this topic : https://forums.oculus.com/developer/discussion/43357/cannot-add-test-usersMaybe is it too old ? NevermindI always added users by ID, it was working fine, UNTIL NOW.Today, to add a new user to a test project, i quote :"As of 14 mars 2017, all usersmust be added by email address instead of username."Ok, so i start adding 2 users by email adress:xxx.fr@gmail.comxxx.it@gmail.comwith xxx the name of my test account. the first account is correctly added, BUT the second one (with ".it" ) give me the same exact error as the old Topic:"Sorry, we couldn't locate the user that youwere looking for."Is there any explaination ?Thank you for help.
On a website I can create a button that opens the Oculus Client on a PC with the "oculus:" URLI noticed in the Registry Editor that its command can take an argument (preset by url) "C:\Program Files\Oculus\Support\oculus-client\OculusClient.exe" -- --url "%1"My question is can I set this URL argument to open the store page of a particular app? or even better launch that app?(I have tried several options before posting this to experiment without success including the app name, full web url, app ID)
I have been looking everywhere for the api for the Constellation tracking.I have a cyberglove which I would like to add position tracking through IR leds with to save on the requirement of needing another means of positional tracking (and cost).I see steam has opened their tracking solution to steam developers who sign up for it.. but have not seen such a thing for oculus (although it was announced 2 years ago It would happen. I see a huge loss in exotic applications which require different types of controllers... so what gives? What are the means of obtaining it?I have a company that I can sign up with as but the process isn't explained or talked about anywhere.
During the development I found the euler angle from IMU sensor provided was mixed by the camera data. Like fusion one as result.Is there way I can get the original data from accelerometer, gyroscope without mixture?Thanks
This error happens randomly, it does not happen right away.This error happens when the frame rate is around 250-260 fps (Do not put the oculus head set on). The error still happens when the headset is on and the frame rate is at 90fp, but it is less frequent. This did not happen a few months ago.I am currently using nvidia driver version 382.05.I have tried updating to the latest 1.19 sdk and the error still happens. I have tried replacing ovr_SubmitFrame for ovr_WaitToBeginFrame, ovr_BeginFrame, ovr_EndFrame.
During the Oculus Connect 2 and 3 keynotes Oculus announced that Facebook would be funding developers to the tune of $250m for the following year, but during Oculus Connect 4 there was no mention of further funding.Are Facebook still funding developers next year at all? I'm developing a game that is being done using free, trial or student versions of software and to be able to sell this game I need to buy the full versions. I'm not planning on making any money from these sales, if Oculus are up for it I want 100% of this money (including the Oculus 30% cut) to go to cancer research.I'm going to need around £6000 to buy the full versions of the software that I need the last time I checked.Just to be clear, this post is NOT an invitation for donations!
I am very interested in trying out the eight experimental locomotion samples mentioned in your blog post here:https://developer.oculus.com/blog/research-into-comfortable-locomotion/However I download the SDK (1.19.0 currently) but no such folder or project is found? It says to look for "Samples (Experimental) -> Locomotion" but I can't find anything like that. What am I missing, really want to try this out :)
Dear Oculus Engineers and Developers, I'm integrating Oculus rift CV1 with a Third-Party Engine: Unigine. The Unigine itself has a plugin doing the integration, while the engine version we're using is too old to support the current Oculus SDK. And we have to use the current old version, for some unique features, though we have new version installed... I followed the SDK's Developer Guide.pdf to integrate... Note: the engine has two rendered texture output: Unigine::Texture texture[2]->Create ovrSession and Device->Create ovrSwapChain and Buffers->Set up Viewport->Copy Unigine-rendered Textures to ovrSwapChain...->Commit the change and set layer to submit Now what I'm getting is a totally black view in HMD :( Since I'm new to Oculus ans DX11, what I've tried is to copy the rendered texture to swapchain to submit. Now I think the key is how to copy ID3D11Texture2D. And I think maybe the renderTargetView setting is wrong too,
The SDK v1.19.0 includes these new locomotion demos. One of them seems to have a bug: the example 20/32 (counter-movement with yellow artificial world) uses the correct translation (inverse movement) but incorrect rotation (double the rotation, instead of an inverted rotation, like previous examples use).
I have Oculus SDK version 1.18.0 and I'm trying to build LibOVR.lib with /MD code generation option. But after changing the code generation option from /MTd to /MD I always get the error:Error LNK2038 mismatch detected for 'RuntimeLibrary': value 'MTd_StaticDebug' doesn't match value 'MDd_DynamicDebug' in CAPI_GLE.obj OculusRoomTiny (GL) The project builds with the default /MTd option. I just want a LibOVR.lib file that works with /MD, anyone know how to do this?
me want to Start VR development learning so required video tutorial for biggners
I'd like to make my own VR hands model with appropriate anims. Does Oculus provide a template for hands / Touch controller rigged model to be used in UE4 for Rift/Touch ?Thanks
Is it possible to call "Reset Default View" function that be able to reset global hmd position (not only for session) ?
In Oculus SDK v1.17 the ovrEyeRenderDesc struct has changed from:typedef struct OVR_ALIGNAS(4) ovrEyeRenderDesc_{ ovrEyeType Eye; ///< The eye index to which this instance corresponds. ovrFovPort Fov; ///< The field of view. ovrRecti DistortedViewport; ///< Distortion viewport. ovrVector2f PixelsPerTanAngleAtCenter; ///< How many display pixels will fit in tan(angle) = 1. ovrVector3f HmdToEyeOffset; ///< Translation of each eye, in meters.} ovrEyeRenderDesc;totypedef struct OVR_ALIGNAS(4) ovrEyeRenderDesc_ { ovrEyeType Eye; ///< The eye index to which this instance corresponds. ovrFovPort Fov; ///< The field of
I haven't been able to nail down a root cause and reliable path to reproduce but when trying to start a WebVR experience in Firefox the view in my Oculus Rift will fade to black like its going to go into the experience but then fades back to Oculus Home. This seems to happen randomly, but once its starts it wont stop until I close Firefox and Oculus Home and restart everything. This makes development and demoing really really annoying. I have seen on the slack channels that other developers are having the same issue. Can anything be done to fix this?Windows 10 with Firefox
I'm developing a virtual Tour using Krpano software.here the link of the tour (work in progress)http://demo.visual4d.it/VR_expo/tour.htmlMy actual problem is when is call a web URL from inside the tour (example: pressing the "gear" icon on the floor): with all the standard Browser like Firefox, Chrome, Safari , etc work: close the tour and open the web URL, while in Oculus Browser crash everytime.My Krpano code is:onclick="openurl('https://www.exposrl.com/vetrine_vino/teca_m/?configuratore',target_self)"Can anyone give me an help?Many thanks!Luca
With MacOS High Sierra being released in a few days, having native support for external GPUs and the iMac Pro having a VR ready GPU, what is the status of the Oculus Runtime and SDK for MacOS? Is there any sort of timetable for when the runtime and SDK will be updated for those of us who prefer our Macs?
I am a CS student at UT Dallas, and want to create a data visualization application. I have used Unity, but that seems to be used specifically for creating games and the like. Are there different IDEs / languages that are used to create Oculus applications? Thanks for any help.
Where does the context get initialized and how can I find it's context ID? At which point in the initialization does an OpenGL context actually get created?
I'm trying to build a plugin for the Rift with Autodesk's Motionbuilder. It has it's own encapsulated Rendering class so I just need to feed it FBOs and it'll render to them. The problem is I can't seem to initialize the Rift without it creating it's own independent window, rather than using the existing context set up by the host app Motionbuilder. So I think that when I try to bind the FBO, it's binding to the Rift window's context (I borrowed code from the Tiny Room project) and not actually handing its FBO to the host app's OpenGL instance (i.e. Motionbuilder).I'm pretty new to OpenGL, but is this accurate and if so how can I get the Rift to work with the host OpenGL context instead of trying to set up its own?
I have a very high-level question.Is it possible to log or the following types of information via the Oculus SDK (while e.g. using the DK2): head position with 3D coordinates/directions, eye positions, hand/controller positions, buttons pressed, the image the user is currently seeing (or video?). Is this provided by the SDK or is there a way to obtain this directly from the hardware? Or is this only accessible (and better caught) via a gaming engine, such as Unreal, that interfaces to Oculus?I only have a very basic understanding of the hardware and the SDK and want to get a better understanding of getting to low-level sensor information. I am thinking about a small project that simply records these types of low-level information and possibly getting to some derived higher-level movement information (e.g. gestures) . Any help pointing me to sections of the SDK, other documentation, other VR projects and/or tools would be highly appreciated. So far, I have looked at the Avatar, the Soun
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