PCVR/Link Development
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I'm fairly new to Oculus' forums, and I hope that I'm posting this in the right place. This is a question about a possible fix to the incorrect perception of distances on the Rift.Distances in VR look shorter than they actually are. As far as I'm aware, this is an established fact (but maybe it can vary between individuals and headsets). When I use the Rift, things that are only a few meters away can look like they are a little too close. The effect is more striking with distant objects. A similar phenomenon is that things can sometimes look too small (if they're not really close to the user).This led me to the conclusion that something must be wrong with the geometry of the images that are fed to each eye. In other words, the images that ultimately fall on the retinas are geometrically different from what they would be in real life. (In more technical terms, there is an incorrect mapping of retina positions to directions in the environment.)I experimented with the interpupillary dista
Hi All,Is there a way to obtain the 3D positions of the button on the Touch Controllers?Can someone post a link to the API documents that do this? Or any other reference.I would like to be able to draw little text labels over the top of the buttons.Thanks.
In the revenue developer dashboard there is a section that shows the Number of Entitlements. The description says "Tracks the number of users who have been granted an entitlement to your app". I would expect this to be the sum of the copies sold + keys redeemed + number of users manually granted access to channels. However, it seems to be far higher. Anyone know what it really means?
Hi,I had success integrating Oculus to an software that is built upon Qt GUI library version 5.2.Before, the software was using QGLWidget, and I had no problem integrating Oculus SDK to show what is drawn in the software onto Oculus.However, the software upgraded to Qt5.7 and use QOpenglWindow instead of QGLWidget, and now there is trouble showing in Oculus.Some suspect is about the context sharing between QOpenglWindow and the rendering context created for rendering in Oculus, because the background color is still correctly shown in Oculus, just not the rendered objects.Does anyone have experience with Qt libraries with Oculus?Thank you.
The OSX SDK seems to have been removed from S3 and any references to downloading it are gone. Is there any official statement that goes with this? We still have Mac users that use our app with the DK2.
Hi allFirst-time Oculus user and developer-wannabe here.I downloaded the latest Oculus SDK and I am trying to compile the OculusRoomTiny (GL) sample project using Visual Studio Basic 2017. The actual project file that I opened is located at C:\..\OculusSDK\Samples\OculusRoomTiny\OculusRoomTiny (GL)\Projects\Windows\VS2015I get the following linker error:Error LNK1104 cannot open file 'C:\...\OculusSDK\LibOVR/Lib/Windows/Win32/Debug/VS2015/LibOVR.lib' Any help would be greatly appreciated.
Hi Guys, just getting started with the Rift right now. I can't seem to open any of the sample projects from the SDK as described here: https://developer.oculus.com/documentation/pcsdk/latest/concepts/gsg-intro-oneworld/Should I just be able to select the project folder that I want to open upon opening Unity? For example, I am trying to open ovr_sdk_win_1.3.2_public\OculusSDK\Samples\OculusRoomTiny. Is there something else I need to do before I can open it? Right now it just opens a blank project if I select that folder. Thanks!!
I copied the OVRAvatarWithGrabber from the example, and applied the OVRPlayercontroller to move it Movement is OK, but I can't pick anything up. Any ideas? If I turn off the character controller I can pick stuff up but it won't move. Tearing my hair out.
HiThis may be a strange question, but for one of our projects we would like to use the Gear VR Controller on the oculus rift.Is there any (reasonable) way to do this using Unity?All the bestMarcel
We didn't see this issue until upgrading to v4.15.The splash will flicker and output will flood with the following messages until oom:LogHMD: Allocated a new swap texture setLogHMD: Freeing textureSet Looks like every time the transform rotation is set inside FOculusRiftSplash::Tick it frees the textureset.I've tried setting up the splash in blueprint using AddLoadingSplashScreen and by using the Oculus.Splash.Settings engine config. Both give the same results as soon as I give it a DeltaRotation.Please advise. TY.
On the right oculus touch controller there is a reserved button for going to oculus home. Is there a way to disable this button? I am developing the app with Unity. I looked inside the OVRInput class but the reserved button is not mapped as a button or rawbutton. If anyone has information regarding how to disable this reserved button I would appreciate the help!Thanks
Is there any ETA on native Vulkan support in the PC SDK? Is it even on the roadmap? I know that you can use the GL interop functionality to make it work on systems that support that GL extension (in fact I've created an example that does just that here), but that leaves out AMD based systems, and it adds more complexity to the application.
I followed the guide:https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-vr-focus/But the associated flags in the sessions structure are always false, even when clicking on the corresponding buttons in the universal menu. ovrSessionStatus status; ovr_GetSessionStatus(m_ovrSession, &status); if (status.ShouldRecenter) // always false { ovr_RecenterTrackingOrigin(m_ovrSession); }Due to the above I failed the app submission..HmdMounted and .IsVisible work fine.Please advise. Thanks.
Back when I received my CV1 in July I gave my DK2 to my brother in law. He had been using it flawlessly until Christmas. For Christmas I got him a new Gigabyte GTX 1060. We opened his box, installed the new card and updated the drivers. Played a few games on his tv (connected via HDMI to DVI adapter) to check out the increase in FPS from his old GTX 960 2GB. Happy with the new gains we decided to hook the DK2 up and check it out. We connected it directly to the HDMI port, but it would not power up and received HDMI not connected message on OCULUS Home. Then we connected it to the DVI port using an adapter and his TV to the HDMI. Still same error. We then googled some fixes and tried everything we could think of, rolling back drivers to previous version, turning off integrated graphics in BIOS, ect... Finally we decided to re install his old graphics card to see if the DK2 even worked at all. Once it was installed and DK2 connected to his old GTX 960 it ran flawlessly like it always has
Dear community,Is there any working sample with the actual SDK version to log the HMD (axes, pitch, roll and yaw) and the position ? I'm struggling with the documentation and cannot find any supporting docs, code or examples which makes this topic easier to understand.I would be very thankful for any help on this topic.Thanks and best regards.
Hope Oculus is also working on Vulkan support as drivers are coming this year..Would be nice Oculus supports both D3D12/Vulkan ASAP..
Hey guys. We have a user that claims that this is standard on the Oculus platform.http://steamcommunity.com/app/517020/discussions/0/1290691937725472124/Just want to make sure thats the case, We don thave much time playing other games than our own so I frankly do not know how most oculus home games work.
in the sdk documentation it says to go to regedit,hkey local machine,software, oculusvr llc ovr lib make a dword value 1 also does not say if it is supposed to be 64bit dword or 32 bit dword however when I installed my oculus I saved in my d drive so when I go to regedit it is not in hkey local machine mine is in hkey users however it just has library not libovr I have the debug tool but it does not disable it and I tried the ctrl left with numpad 1 still nothing.i am running an alienware aurora r5 16 gig memory with NVidia gtx 1070 ddr5 8 gig
Facebook committed $250 million last October to specifically fund VR content in addition to a previous $250 million pledged by Oculus.My Questions:Responsible person for the fund.How to apply for the fund? where on the oculus site can i read more about it?
Once SDK 1.0 comes along, could you provide a way to retrieve swapchain in vulkan? Well. Swapchain or bunch of VkImages you can render to. Whichever fits for you.https://www.khronos.org/registry/vulkan ... _swapchain
Hello , good morning. Can i get help what is the latest runtime , Utilities, and unity version that run on DK2
I've a DK2 that I need to run with 0.8 drivers and SDK for Unity as I use my DK2 on an isolated network.According to https://developer3.oculus.com/documentation/game-engines/latest/concepts/unity-sdk-version-compatibility/I need OVRPlugin / Utilities version 0.1.3.0 Beta to run with 0.8 and Unity 5.2.2p2I found a link to 0.1.3.0 Beta on https://developer3.oculus.com/history/ but the link I found therehttps://developer.oculus.com/downloads/#version=game-engines-0.1.3.0-betapoints me to the general downloads area wher I cannot find this version of the utilities.Any idea where I could download them from pls?
Hi, I'm developing a game for Oculus Home Early Access, for PC only, with Unity5. The question is:I'm using Unity, how can I recenter the app when the user press the recenter option from the Oculus Universal Menu? I have a custom button to recenter inside the game and it works, but I just don't know how to get that callback from the Universal menu in the game ¿?The game is this one (If anyone wants a key for Oculus Home just ask!) ;)http://sandin.noip.me/sbvr/index.htmlThanks!
Hi All, Just curious, why does the Touch's Triggers have a Touch ovrButton state (and ovrButton enum) but the Touch's Grips do not?i.e. You are informed by state that the Triggeres are touched from the default states but you do not report the same about the Grips.On a similar note, is there are reason why there is not a pressed button state reported for either Triggers or the Grips?Both of these issue where easy enough to emulate, I just found it strange they where not their already. Particularly the touched Grip states.
Hi All,Not sure if this has been reported but when using the following:ovr_GetInputState( session, ovrControllerType_Remote, &state)The state.Buttons is setting the ovrButton_Enter bit for the Remote's Select button and not the ovrButton_A.The header file states it should be the other way round. I am using the SDK 1.14.0 headers.
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