PCVR/Link Development
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Is there a way to get the mirror tool to go back to what it was intended for?Originally in 1.13 the tool showed the raw view (post distortion) of what was being sent to the screen. It was described as a debug tool to see exactly what is being displayed.But now (either 1.14 or 1.15, not sure) it's become a general purpose mirror tool that just shows a low fov single eye with no distortion. It's kind of worthless now for it's original purpose.Are there undocumented command line options or something to get back the useful functionality?
I was looking to setup a website with openID for Oculus but I can't find any documentation on this, or at least be able to manually enter their ID's and be able to send friend requests directly from the link.
Read the great article in the developer blogs on character animation for Dead and Buried...any chance that VRIK will find it's way into the SDK?
I've created a test application on the dev portal, set myself as a developer, entered a bunch of metadata, and uploaded a dummy build to my Alpha channel. The dev portal reports that the upload and processing were successful, and the app shows up in my Oculus client's Not Installed list, but there's a big X over the cover image and the message "Not Valid".If I go into the app's details, everything looks right except version number/release notes, which is blank. I tried uploading the Oculus World demo as a build to see if it was something specific to the exe or folder layout, but that yields the same result.Is there any way to tell what is wrong with it?
Hello Everyone,I have just a quick question.I am integrating the Facebook SDK into a project I am working on. At some point during the "First-time setup" the user will be asked if they want to connect their facebook account to our application.The only way I can think of this to be possible would be to have a message that asks them to take off their rift and enter their facebook information and then once they are done with that, they put the rift back on.I am not sure if this is the best practice (or even allowed for Oculus store submissions), or if there is a better alternative.Open to any thoughts/suggestions.Thanks for your time!
For newer versions of LibOVR.lib (1.13.0) there is only a version that links against runtime library statically (/MT, MT_StaticRelease).As far as I know this is very very uncommon for publicly available libraries.This would require me to reconfigure all my dependecies (boost, Qt, whatsoever, ...) and statically link everything (please correct me if I'm wrong). In the case of Qt, my resulting binary would even be against the license.I'd need a version which I can use together with dlls configured with /MD in my project.Thanks in advance for your help
Hey everyone,for my thesis I programed a driving simulator with OpenDS and I want to test it with my Oculus (the program is compatible with DK2).When I start my scene I can see the Oculus view on my monitor and it reacts to the movements of the oculus but whether on the oculus nor on the sensor lights the LED and the oculus screen is black.I tried everything I could find on the internet and installed and deinstalled everything a few times but nothing changed.Does anyone has another idea?Thanks a lot for your help!
I just got asked to order Oculus for a Unity project.It will be for Computer and cellphone (mainly pc) with the occulus hand controller (not gamepad).I dont know much about Oculus other then what I read on the page and on wikipedia in the last 10 min.My questions are: What do I need in order to start developing and showcasing.Do I need Both a developer kit and a "normalkit" for pc?Do I need to buy a Developer kit for mobile as well, part from the Developer kit for Oculus?The handcontroller is compatible for both ?If you have any other useful information you feel Ive missed, feel free to add that.Thank you!
Hi,I'm trying to determine how to read HID input from a connected peripheral? I'd like to use a custom controller as a method of input but need to read the HID input directly as Unity and Unreal don't support HID devices natively.If there's some good documentation or tutorials, it would be good to know. Seems quite a tricky area to approach. There's some suggestion that Oculus provides some sort of way of supporting this?Thanks,
HI,I'm a game developer and I have developed racing games that are still used in motion simulation centres, for several years now : http://www.gameseed.fr/cms/en/simulation-center/disciplines / https://youtu.be/cZQqAapvzvgI've been using Oculus HMD since the beginning(DK1, DK2, and now CV1). I successfully had the DK2 working in my engine 4 years ago, using the 0.4 SDK. I've been working on a lot of other things since then, and left the Oculus support aside.A few month ago I got the CV1 and decided to work back on the Oculus support, and discovered that DirextX9 support was dropped !Ok I know DirectX 9 is 10 years old now, but my games still work very well and a lot of people are having fun on it, and they don't complain about graphical quality...The thing is, I'm alone dealing with the whole game engine development, and I just can't afford to entirely port my game engine to DirectX 11, as this would require several month of work.Now I understand why Oculus doesn't care about (very) sm
Hello.I know Rift outputs at 75 fps for DK2 and 90 fps for CV1. The mirror view I assume matches the monitor that it is output to. Let's say the monitor is at 60hz. So the original output for CV1 is at 90 fps. How does Rift Runtime convert that 90 fps to 60 fps for the mirror view? Does it simply drop every third frame? Doesn't that cause a kind of microstutter? Is there something that the runtime does that blends the frames? Is it possible that it can use something similar to Time Warp to interpolate the the frames so that the resulting 60 fps monitor view output has no stutter at all?The reason for this question is I plan to do gameplay capture of the mirror view for possibly YouTube or Twitch purposes and would like to have the smoothest video possible for my viewers.What are your thoughts?
StdAllocatorSysMem does not comply with the standard because it is missing an operator!=. This will cause the SDK to fail to compile in new releases of the standard libraries. We discovered this issue in rolling builds of CRYENGINE.The minimum change to fix the issue would be to add the missing operator!=: bool operator!=(const this_type&) const { return false; }Additionally, most of the allocator's content is actually not necessary, and can be replaced with the following: https://gist.github.com/BillyONeal/cb07926e01c60202ea7342b91f8c6487How can I submit a patch to fix this problem?Thanks!Billy O'NealVisual C++ Libraries
I have a user reporting that the left and right eye views in my application are swapped when they use it, despite being the correct way around in my tests. I don't really see how this could be happening.I'm assuming that ovrLayerEyeFov.ColorTexture[0], ovrLayerEyeFov.Viewport[0] and so on always control what's displayed on the left lens, and ovrLayerEyeFov.ColorTexture[1], ovrLayerEyeFov.Viewport[1] etc always control the right lens? Is there some scenario where this isn't the case (e.g. ovrEye_Left actually gives the right eye and vice versa, and the HmdToEyeOffset values are swapped, or something. I'm not using the eye offset values reported by the SDK currently)?
Hello. I am looking for some examples of how the Oculus Rift can be used to support engineering design, engineering training and product development.At present all i can demo to prospective users are games and animated scenarios/ worlds. I want to demo something more tangible. I can view some developers websites and see the potential -- eg. SketchUp and Hololens appear to be making progress ... but users need to experience Rift to appreciate it.I am not here to make money or advertise. I am a university researcher keen to convince colleagues and industrial partners to support research projects using HMDs for teaching engineering concepts.So links to Apps or Unity Projects or examples that i can download of how the Oculus Rift can be used to support engineering design, engineering training and product development will be much appreciated.BTW - my lab is developing some examples but nothing as professional as those appearing on company promotion websites.Thank you.Michael
To develop oculus games in Unity , you need the Oculus RUntime. But it's not in the developer.oculus.com anymore. Where do i get it? Or does it come integrated with the latest Unity already?
Hi All,I have an OpenGL application that is using OpenVR. (I know Rift is best with Oculus API, but as yet I do not have that option) Using a Vive every thing is fine. But using a Rift the image in the HMD is very very laggy and swimming. I have tried adding glFlush() and glFinish() calls all over the place. I have confirmed this on both nVidia and AMD hardware.Has anybody else seen this? Any suggestions on how to solve it?Thanks
looking for a history of VR application that I have not been able to find since the Oculus Share site has gone down. I will describe it, and maybe one of you will be able to remember the app or link it for me. The application was an on rail history of VR, narrated the entire time. It shows Slender Man in the demo, as well as Nintendo's Virtual Boy. It also had a point were it shows arcades in a living room setting. The entire History of VR is sitting down in a rail cart experience or recliner. I loved showing people this application because it was amazingly done and showed a lot of what VR was capable of with one app. If anyone remembers this, or it sparks something you might have seen. Please let me know! Thanks.
I am trying to add my self to TEST user and created +Add Test Userthis then created a new user...but the email was screwed up !!!did it again...same result (different screwed up email address)The kill button then gives another weird message...so cant delete them either !!HELP !!!!
Hi all,I'm having trouble finding any info on best practices for view resetting in Rift games.In particular:1. Should we rely on the system calibration for the view orientation - or is it best to also include some way for users to tap a key to reset their view while playing?2. Assuming we do offer some key combo/UI option to reset, should we reset the position only, or the position *and* the orientation?3. is there some best practice for things such as a countdown mechanism, or should the reset happen the moment they press the key?Thanks!
Hi,if you want to write code for the Rift using DirectX 12 you might want to take a look at the code I provided on GitHub https://github.com/ClemensX/ShadedPath12.gitThe sample engine is extremely limited on draw abilities: I can only draw lines!But it may serve as a learning playground for DirectX 12 and Rift programming.I find it fascinating how a bunch of simple lines suddenly become great if you can walk around them and view them from any direction when you wear the Rift!The current state of the code is a first step to porting my older DX 11 engine to DX 12.If you want you are allowed to use any code you like in your own projects.I want to express gratitude to galopin, who came up with a detailed 8-step guide on how to combineDirectX 12 with Oculus SDK rendering. See this thread https://forums.oculus.com/viewtopic.php?f=20&t=25900When I found out that using oculus API ovr_CreateSwapTextureSetD3D11 on a D3D11On12Device throws NullPointerExceptions I would have given up if he had
Disabling ASW (CTRL+Numpad1) does not stop ASW from capping to 45fps. It simply removes the extra added frames. I see mine wander about 80 to 90 in menus but in the game it is capped down to 45fps and wanders down to 30fps in RES and Stations. ASW is to make the frames more smoother and regular so it can then add the frames between. If it was jumping always between 45-90 then it would need to calculate each different half-frame and would be more process. When this figure is a known number it applies the added frame efficiently. Unfortunately, it was intended to cater for slower systems but on most other than i7 it simply does not work with fast action 360 movement games (ED and Project Cars). It therefore should have a Disable function in Oculus Home and also NOT cap all the fps to either just 45 or 90. We are being robbed our full potential. Although 45 is very good indeed. If only it was 45 for RES & Stations also!
I'm trying to integrate an existing Simulator application that uses OpenGL for our graphics engine with the Oculus Rift using SDK 1.12 ... I'm a newbie to both OpenGL and the SDK and have been trying to use what I have learned and researched in the past 3 weeks to make this work. Currently I'm just trying to get the Left eye image working as you will see. When the application is ran I do get an image in the left eye but it is flickering and then after about 5 seconds the application freezes up and I get a Low Computer resources warning. Any help would be much appreciated as my expert in OpenGL left the company 3 weeks ago and need to get this working by Thursday for a conference next week. Attached is the code I cobbled together ... there are probably multiple issues with it so don't hold back ... I will not be offended just very grateful! Lol. void refreshVR() { // Query the HMD for ts current tracking state. ovrTrackingState ts = ovr_GetTrackingState(m_session, ovr_GetTimeInSeconds
Hello, I am a physics PhD student from King's College London and I would to do scientific outreach using Virtual Reality. I am new user to VR and I hoped you might be able to give us some initial information to get started. Hardware: Our target is to simulate astrophysical events from our simulations. We hope to get simulate movies (> 15 models/sec) of models comparable to https://skfb.ly/Z8DH (~383.2k faces, ~194.5k vertices). The main question for us is whether we should invest in a Oculus rift or just use a simpler setup with a mobile phone. We hope to use money designated for outreach, so we have to argue why we should spend such a significant amount of money for a Oculus + Compatible PC instead of a mobile phone with a simpler Gear VR.Software: We are using coding daily for doing science, but we have never used it to work with VR. We have a set of .obj files, which we extracted from our data. What kind of software would be best to create
Hi,I noticed that Occulus' RakNet official repository seems unmaintained since the February: https://github.com/OculusVR/RakNet(no PR merges since then, a lot of PRs accumulated)I'm not sure what to do about this yet. I sent an email to the maintainer last week to see if the maintenance have been stopped or get more information to help checking my options but I did not get a reply yet.Does Occulus still officially maintain this library?
HiI'm having some issues with writing a Oculus plugin for a platform layer i have.To explain my issue i need to explain a bit about my plugin interface. The platform layer opens a window and creates a openGL context, then once this is done it will look for plugins. Plugins can do all sorts of things but in this example all that matters is rendering. When a plugin gets initialized, if can tell the API that it wants to intercept the applications rendering. When this call is made the Platform layer will create an additional OpenGL context and use wglShareLists to link it to the openglContext linked to the window. Then the once the plugin is activated, the plugin will take over the main rendering look, and can trigger the applications main render loop as many times as it likes and then present the result to the screen. The API intercepts FrameBufferBinds so that the application actually draws to a texture when it binds FBO 0, (Kind of nifty right? :-))I have written a fair bunch of plugs f
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