PCVR/Link Development
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Hello,yes does anyone know how the 'Consider Ping Time' option works in the matchmaking?I mean do you get actual player-to-player pings?Or do you get player-to-Oculus-server ping?Is anyone using this and can comment on how well it works?CheersFredrik
So I've just updated an existing standalone Unity Oculus solution, and it has been installed on a newly set-up PC. The problem is, when the app is running, if the user takes off the headset, and puts it on again, Oculus returns to the Oculus Home, and you have to go find the app again! This does not happen on three seperate other computers (Newest updates installed), only two of them developer machines.Any ideas? I've been unable to find anything on this issue...
Hope I'm posting this in the right place :D Question: Will the Rift allow people with eye/visual impairments be able to fully enjoy/use this device? An example: People blind in one or have sever vision loss in one eye that cant be corrected with contacts/glasses. People who are far or near sighted have trouble in seeing the full viewing area of the goggles?Unfortunately I am one of those people that have major loss of vision in their left eye and I am unable to see in 3D with any device/glasses but I have not tried these. Thanks for the feed back... 8-)
Hi all,Quick question I have been having trouble with for some time. I have created a scene using 3DS Max and set up an object with two cameras attached to it, corresponding to the left and right eye. If I set the cameras properties to have a FoV of 110 degrees and render the image from each eye separately, how can I then apply post-barrel distortion or what software can I use to view 3D stereoscopic images on the rift? Is there one for videos too? Thanks,Adam
I've recently gotten interested in VR and have noticed that one, large hurdle seems to be the problem of how to walk/run in games. I've looked into rigs like Virtuix Omni and KAT Walk, but they seem like they are (and will remain) constricting and limited.I was thinking about a way in which a person's feet could be fitted with sensors which would always register the direction in which their feet were pointed. This would allow the direction/motion of their feet to be segregated from the rest of the sensors which are built into the goggles and controllers. These feet sensors would be aligned to an arbitrary 'true North' (so to speak) inside the game so that they would always register which direction the player's feet were as they related to the feet of their avatar. These sensors would also provide a real-time update of the player's feet as they related to the safety boundary they have drawn for their room-scale play area.So here's the computationally difficult part: would it be poss
So I included this in some of the public facing forums as well, but I figured it worthwhile to share with the developer side as well and was interested to hear what people have to say about this.This would increase the cost of the device but also would improve the capability to include natively supported Augmented reality.The Rift currently only natively supports VR, with AR possible through external Attachements such at the OVRVision device. This device, on its own has frankly subpar performance in comparison to the Rift proper, so I have to wonder if the OVR team could hypothetically design a system which could handle this better. My suggestion, thusly, is a system wherein the front opaque panel is made to be able to shift between opaque and transparent, or able to move out of the way of the viewer by either folding or moving around the user's head. An example method for this would be to move the hardware in the frontfacing lens to the lateral or cranial directions to account fo
I'm looking to build an installation with just the Touch controllers and not use the Rift. But the thing is, the Touch controllers only track in 3D space when the Rift is on, but when you set the Rift down on a table it'll automatically turn off unless you pick it up and move it. How can we turn off this auto off feature?
dk2 how do you see anything else besides the demo?
Hey,I have the tracking data from HeadPose.ThePose.Position and calculated the 3D distance with xyz. Then I summed it up to get the distance a user made in a fix time interval. Can you tell me, which unit I will get? It does not seem to be mm, but is it cm or meters?Thank you
I've recently received a pair of Touch controllers, but I cannot get them to connect to my PC.Initially both handsets appeared in the drop down 'Configure Rift' list under settings. However, neither handset synced and after resetting, there is no option in the list to connect either.I have made sure that I am up to date on the Oculus software, I've ran the OR setup from scratch and also reinstalled the Oculus drivers, but none have worked. I am also using the sensor that came with the handsets and not with the Rift headset, which is a release kit. I have tried it both with and without the original tracker connected as well. Lastly, Head tracking, the XB1 pad and the OR Remote have all connected correctly. Does anyone have any idea on what else I can try?
HiIm currentky trying to update a few things in an older project of ours..however.. that project used the OVRPlugin (the one where you had to replace some files/folders in your Unity-installation).. but I cant find where to download OVRPlugin 1.3 for Unity3D.. any idea?.. Most of the links that I managed to find on the net links back to Oculus dev-site.. however.. the page has been removed..
Recently I had mutliple bluescreen events on my computer. Analysing the EventLog to figure out potential causes it looks like the OculusRift Software triggers a failure just before the bluescreen? I suspect that the error is just triggered when the Rift is attached to the computer (HDMI and USB) but not in use - because I never had an issue when using my rift in iRacing (2-4 hrs).Would appreciate if the development team could provide feedback on this behavior. By the way please advise how I could figure out whether I'm using a beta version of the oculus-app or not. The app states "Oculus App Version is 1.10.315586 (1.10.1.315393)" and Beta-Version at the bottom left corner of the app main screen.
What position, specifically, on the physical headset and touch controllers is reported by ovr_GetTrackingState?From the doc: "The SDK reports a rough model of the user’s head in space based on a set of points and vectors. The model is defined around an origin point, which should be centered approximately at the pivot point of the user’s head and neck when they are sitting up in a comfortable position in front of the camera."However, the eye offsets provided by ovr_GetRenderDesc only have a nonzero offset in the x-direction, which doesn't jive with the above description. What physical points do ovrTrackingState.HeadPose and ovrTrackingState.HandPoses actually correspond to on the devices?
HelloWhere is the tracking center of the oculus touch controllers? I need this information to place the 3D hands in Unity correctly.Kind regards
Hey guys,i have a really big problem with the VRAM consumtion of the Oculus Store. Our application (a volume visualization toolkit for lifescience) requires approx. 2 GB of VRAM. We uses the AMD Nano Series for our Workstations with 4GB of VRAM. Since the last two updates we have performance issues with our application. After some monitoring we detected the problem:We start our application and the Oculus Stores opens. It catches about 1.5 GB of the VR. When our application now tries to allocates a quite big volume texture, the texture is placed in the dynamic (shared memory) instead of the VRAM. This cause real big performance issues. There is no way to force the allocation of this texture in VRAM. If we close the store before the texture is allocated, everthing works fine. The texture is placed in VRAM and some of the Oculus Store resources are placed in the shared memory. Either is it possible to tell our customers to close the Oculus Store at the right time, nor it is allowed b
Hi there, folks. I have been using Blocks by Google to create low poly 3D models for a VR Rift project created in Unity.It looks like as of yesterday, Google has removed the ability to download the .obj file of 3D models you have created in Blocks after publishing them and setting them as remixable. Is there something I am missing? Please help! I can't use any of the models I have created any more.
Ok, I am so sick of searching around for how to disable the health and safety warning on Mac OSX. I know your supposed to modify an environment variable and then that exposes the option in the oculus config util. But I have no idea how to set an environment variable in OSX. Someone please post a step by step on how to do this once and for all! Thanks.
My oculus cv1 has been on the black screen sensor is always yellow light, I use another good cv1 helmet used on this PC is no problem, try or change the USB and HDMI cable but is still a blank screen display an error (invalid bundle adjustment)
Hello, I wanted to suggest adding a feature in the setting of the PC desktop application to turn off auto startup when opening a game engine or anything relating to it. This can be off by default and be switched on if need be. This would help immensely whenever I open up UE4(Unreal Engine 4), the application opens even when I'm not working on a project that is using VR and I have to close the application every time, I don't see any negative to having this as an option since ITS OPTIONAL and saying to just ignore the app does not help improve the user experience in general. I don't know if anybody else has found this as a negative but if you have please voice your support for this forum so this might be added as a future update.
I've updated from 0.8 to 1.17, rewritten for the texture swap chain, etc.. but my application now flickers constantly while running. Any ideas what might cause this?Hardware is a GEForce 1060 w/ 6 Gb, i7-6700 @ 2.6 Ghz, 16 Gb RAM.. no reason there should be any drop in framerates or anything.
I use to test the returned value of "ovr_submitFrame" to know if the headset was in use. But now it seem to return "Success" even if the headset is not on the user's head.What other test can I use to know if the headset is in use?Merci,Yves
dear experts!sorry for the newbie question. but which code is responsible to the "focus" tracking? like when we start a game, we need to "focus" on the lower box to agree with the "health and safety warning"...BestKevin
As in topic is there a way to use oculus touch with standard SteamVR Interaction system?It is super inconvinient to program double the same stuff for different controlers..Like really, No standarisation kills
Hi, my name is Luiz and I would like to know if there is a possibility to create a 360º video on my own computer with some specific software, if there is a possibility, I would like some help than I need for the creation
Hello, my name is Luiz, I'm working on a research project and I'm using the new "Samsung Gear", I wonder if there is any possible method of designing the VR vision on some computer or projector, do you need any specific software? what should I do?I am using a Samsung NOTE 4.Any help is welcome, anyone who can give me a little help, thank you.
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