PCVR/Link Development
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Touch controllers configured as "Left Touch" or "Right Touch" seem to wake up from their Standby state when moved (even if they're outside of the tracking space). I'm assuming it's via the IMUs. Touch controllers configured as a "VR Object" only seem to wake up when the "A", "B" or Oculus buttons are pressed. I've had some development issues related to my VR Object going into Standby which are exacerbated by the bug which prevents the tracking state from being read out in Unity (see https://forums.oculus.com/community/discussion/comment/544368#Comment_544368). Would it be possible to get a new VR Object firmware that would allow waking to work like the regular Touch controllers? Thanks!!
I'm working on an application where the user sits in a chair that rotates to simulate lateral acceleration. This rotation takes place while the user observes acceleration in the VR simulation.For this to work, the headset needs to ignore the rotation of the headset caused by the acceleration simulation. In a way, this will happen automatically if the tracking camera rotates with the platform. But the accelerometers and gyros in the headset won't agree with the rotating camera, likely causing a bias in the headset state estimates.The problem gets more complicated than that as well, because there are also chair rotations that mimic rotation in the simulation - so, nominally, we need rotations caused by the acceleration simulation to be ignored in the headset state, and rotations corresponding to actual simulation rotation should be reflected properly.Is it possible to implement a custom estimator using the raw inertial sensor data, instead of using the one that operates
When compiling LibOVRKernel I'm getting the following error in Logging_Library.cpp, Logging_OutputPlugins.cpp and Logging_Tools.cpp:Error C4265 'std::_Pad': class has virtual functions, but destructor is not virtual LibOVRKernel C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\include\thr\xthread 215 I've tracked down the change since 1.15 (which compiles fine) which appears to be the cause. In Logging_Tools.h #include <mutex> has been added at line 97. Removing that include fixes the problem and it compiles fine.The only use of mutex is in a preprocessor block that isn't for windows builds (logging_tools.h line 133). Putting the include in a preprocessor check too should fix it.The sdk does include pragmas to disable C4265, except it appears that it was a warning previously, but in VS2015 it's now an error so disabling doesn't work.
Hello, I'm new to Oculus. While running oculusWorldDemo on ubuntu, two mirrored screens were produced and the sample ran beautifully. However on Windows, it just shows no HMD detected and I am unable to run the same. How can I run these demos on windows without a rift connected?Using Oculus Windows SDK 1.15Running on Windows 7
Hi guys,i have my rift now and it's AWESOME!!!Just one question, is it possible in any way to change the output of the rift on the monitor to show all the 2 eye images and not only one in the games that show it?Thanks a lot!
Hi all,I need the official controller images for the Oculus along with the button graphics - looked through the downloads section and cannot seem to find anything, could anyone point me in the right direction as to where they are? Many thanks in advance.
Hi,I am trying to get the touch position relative to camera but in vain.The readings I am getting is always get offset by some magic numbers stored somewhere I cannot find?Can I just get the touch/head position relative to the camera plz??Sean
Just thought I'd post this in case anyone was interested. All 3 are available to buy for $199 but the offer ends in 3 days so if you want to get it then jump in quick!It really is a fantastic piece of kit and makes designing textures VERY quick and easy. It's a decent price at full price but with this sale it's a steal imo. Linkage here:https://www.allegorithmic.com/buy/indie :D
Hi,We are releasing on both Steam and Oculus so our build contains DLLs for both systems. However trying to upload this to the Oculus system results in an error as it contains invalid DLLs. To remove these from the package would take considerable effort and making 2 separate packages of the game every time, which is quite time consuming.Is there a way around this?Sam
When running my program, the oculus home times out, and says my program is taking too long. What is home waiting for my program to do?
ok, math is not my strongest. I am trying to compute opengl rotation angles(x,y,z) from the orientation(x,y,z,w). Not even sure where to begin.
Is there an image package anywhere with black/white or other sketches of the xbox controller and oculus remote for use in our products? Something like what is in the OVRInput documentation? I can make my own sketches if needed, but thought I'd see what people here have been doing.
Oculus noob here. I see a lot of apps for the Rift that can play videos from a PC on the Rift (examples: https://www.oculus.com/experiences/rift/1211180398923002/ , https://www.oculus.com/experiences/rift/1004289456346194/ , and https://www.oculus.com/experiences/gear-vr/1256687334386627/ . What SDK (or part of SDK) exactly is needed to create an app like this? Can the video be streamed to Rift through USB or another wired connection except HDMI? Using the same SDK, would I be able to play a live-stream generated from my PC on the Rift?
hello.I want to get touch data.So, i executed Samples.sln about ovr_sdk_win_1.16.0_public using Visual Studio 2015.However, an error occurred.(Sorry, I didn't capture about the erorr.)I thought it was because I did not install the runtime.So I installed the runtime. But I got OVRServer_x64.exe 117061-public TCID:641906.I don't know why the error occured.And Samples.sln file was not executed. (The error window appears.)I want you to answer this question.Please.Thank you.
(tl;dr below)Hi VR-people,I tend to have great ideas that are usually way above what I could do on my own, so I (almost) never start realising them.Seeing the potential and demand for vr-games, I would really love to finally bring one of those ideas to life.I do have experience in programming, although I didn't really work on anything complex for almost ten years (just php and other web-stuff).I have several useful skills (planning, [basic] programming, designing, etc.) and have worked on games before (Half Life with the Hammer Editor first, then Crysis/CryEngine).Having seen some videos on creating content for VR-games, I think that together with some motivated people, a good game would totally be possible.About the "idea":It would be easy for me to write a small book about it, but I'll try just to keep to the basics.The game is based in the future and in space, zero-g all the time. The movement would be quite similar like in Echo Arena. You would first have to pull yourself arou
Hi, I have some questions that I couldn't find answers i developers section. Is there any fee for relasing the game? I mean like start fee or something. How much time it takes from creating account to relase, like do I need to wait some days until You verify my company? How much time review process takes? Do You take any fee for selling game on your Store? Like 30% for every sold copy etc. I think that's it for now. Looking forward for answers. Greetings.
Are there any tutorials for using custom hands for the c++ PC sdk? I seem them for unity and unreal, but none for plain c++.
I am developing Oculus apps for PC, is there any method to test them on GearVR, or is it necessary to purchase a rift, since it asks for a HMD connection at start.
I have higher version of processor but still Oculus display it's not compatible why?My Laptop processor is - Intel(R) Core(TM) i7-5600U CPU@2.60GHz 2.59 GHz
I am very new to Visual Studio, C++ and the Oculus SDK, but have experience with Fortran, Matlab, and coding in general.I have got the basic C++ libraries working, so #include works.I have got the LibOVR directory included, so that #include works.I opened the LibOVR project into VS2015 and rebuilt it, which worked, creating a new LibOVR.lib file.I moved the new .lib file into my project folder and also added this file path to the Linker -> Input.But when I try to compile my own code, the basic ovr_initialize() command is said to be undefined.I am just trying to get a basic code setup to extract the head position data from the IMU in the Oculus Rift, and eventually hoping to integrate this with some matlab code.Here is my starting code, mostly commented out for now:int main(){ int MyNumb; cout << "Please, enter an integer: "; cin >> MyNumb; cin.ignore(); cout << "You entered: " << MyNumb; cin.get(); return 1;}void application(){ ovrresu
Hello, after a year making VR games with Oculus Rift on PC/Windows, I've bought a brand new Macbook Pro 15 and can't find any oculus runtime for it.As I had installed a version on a old Macbook 13 I thought it was still available but support seems to have been stopped since a few versions. :shock: I'm quite disappointed as I've bought a powerful Macbook which is quite expensive for developing VR apps on OS X and it's seems it's not possible any more (I don't want to believe it). I can't even find an old runtime so I could use my helmet with old OS X stuff.Could someone help ?Here a the specs of my MacBook Pro, I think it would work OK.Display: 2800x1800GPU: NVIDIA 750MCPU: i7 2.3GHzMem: 16GB
I am writing an Oculus Rift application, I am rendering a very-high-poly mesh that I wish to be able to perform picking on using the Oculus Touch. Ideally, I want to be able to get the "triangle" id and other information attached to it.Currently, I am using an OBB Tree and ray casting to perform picking on the CPU, It works perfectly, the problem is that even with OBB tree, the picking process is slow. I thought I'd perform picking on the GPU by rendering the view (from the point of view of the Oculus Touch) to an FBO using a custom shader that outputs "triangle information" to the buffer and then use glReadPixels to read the central pixel data. The problem I am facing is that the Oculus does distortion to the scene but there is no way to apply it to the off-screen buffer, so there is significant difference between the on-screen buffer and the off-screen buffer.My question is, Is ray casting the only feasible way to do picking in Oculus Apps or is there a way to perform
Hi, I've tried to follow the instructions in OculusTrcValidator.txt, but I've been unable to successfully get the OculusTrcValidator to validate an app, using this sort of command line.... OculusTrcValidator.exe --path I:\testapp\testapp\.exe --load_time_ms 8000the validator loads and runs our unreal windows app, but reports "Error: Failed to launch the app", before booting another instance of the app for each test without closing each.Can you advise if there are further instructions or requirements to run the tests.many thanks in advance, Ian.
Hi forum,I want to create a free-roaming wireless multiplayer VR, like Zero Latency Project. I have a few ideas on how to do that: simply I need PlayStation Cameras in the room with PS Moves attached to the player's Rift and gun.So, I would like to know if I'm going in the right direction. Thanks in advanced.
I have not been using my DK2 much lately, but the prospect of being able to use it with Vulkan made me update to 1.15. Unfortunately things did not go too well, I am getting this at run time :Swapchain length 1'OculusRoomTiny (Vk).exe' (Win32): Loaded 'C:\Windows\SysWOW64\dxgidebug.dll'. Cannot find or open the PDB file.21/06 19:39:50.504 {!ERROR!} [Kernel:Error] OVR Error: Code: -3006 -- ovrError_DisplayInit System error: -2147467262 (80004002) -- No such interface supported Description: Failed to create DXGIFactory. OVRTime: 922.472404 Time: 2017-06-21 19:39:50 [504:335:600]..\..\..\main.cpp(187): ovr_CreateMirrorTextureWithOptionsVk(session, Platform.device, &mirrorDesc, &mirrorTexture) returned Failed to create DXGIFactory. code -3006I find it kinda weird to find things about DXGI in a Vulkan build. I am using an R9-390 with drivers 17.6.2.Has anybody been able to run this sample ?PhM
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