PCVR/Link Development
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I have succesfully connected the DK2 with Runtime 0.8. However, when using the newest Oculus Setup, the DK2 is not recognized and the following error appears: 'You're headset's HDMI cable isn't plugged in. Please plug in your headset.'.Rebooting the DK2, the computer, and changing the settings to allow unknown sources does not help. Running the demo of the windows 1.13 SDK gives, for that reason I guess, also the error that there is no HMD found. Other information: - Windows 10 - I tried it on a laptop with NVIDIA GeForce GTX 970 M and on a computer with NVIDIA GTX 1050 Any suggestions or solutions?
I know the Razer Hydra is pretty much the "standard" motion controller being coupled with the Rift at the moment, but has anyone thought about using the Playstation Move controller with it?I haven't used a Hydra yet, but I have a PS3 and the Move and the accuracy and latency is pretty fantastic. Games like Sports Champion Table Tennis control almost exactly 1:1Check out the video at 5:00http://www.youtube.com/watch?v=KqKJE1G12aYAlso a huge plus is that it's wireless, and since it's using a camera to track motion you can get further away without losing signal unlike the Hydra.It seems people have successfully paired the controller with PC already too:http://www.youtube.com/watch?v=3-fnNv8hTc0Does anyone here have both a Playstation Move and a Hydra? And what do you think of each as far as accuracy and latency? I also think the latency would be even further reduced using a Move on a PC considering they're more powerful than a PS3.
Dear all, I am trying to stream ovrvision Pro camera into dk2 in unity 5.3.2. I am using Oculus runtime 0.8.0.0., windows 10. The computer that i am using meets all the ovrvision Pro requirements. I am using OMEN hp gaming computer. Whenever I run the Ovrvision Pro in the calibration app the image freezes and it doesn't pop up any errors. Whenever I run the Ovrvision Pro in Unity it's the same. It streams into the dk2 but the image freezes. Even if I set the resolution to 1280 × 960 × 2 on 45 Hz. Can please someone advise me what to do? Should I try to update the firmware? The thing is that the translated (from Japanese) instructions are very bad and I am afraid to mess up the camera. Thank you for your answers in advance! M.
Hello everyone.I want to integrate oculus cv1 with motion-platform.My goal: there are lot of funny games in oculus store, thats provide game process control by helm position (for example: eagle flight). I have an idea integrate those games with motion platform. Think this can give very interesting expirience for me and improove gaming process. I also have expirience with integrating motion-platform with racing simulators. It's very simple process, you take telemetry data, transform it into platform commands and send to platform controller.Problem: Oculus SDK have methods for getting telemetry from helmet:( https://developer3.oculus.com/documentation/pcsdk/latest/concepts/dg-sensor/ ). But each time i call ovr_Create(...) any other active Oculus app freezes and i see “Please Wait…” text in my helm till i stop my application that getting telemetry.I read lot of information about this and found that it was possible to get telemetry in older SDK versions (0.6.0). But not in
I'm starting to design the controller tutorial for my app, to show the player what all the different Touch Controller buttons/triggers/sticks do in my app.I'm surprised not to see any Unity examples or best practices of this in any of the Samples or Tutorials out there as every app needs to do this. If you've come across any good examples or have created one, please share. :smile: For example, Oculus Medium uses a range of interesting techniques (2D & 3D), so it would be wonderful to see how something like that could be implemented in Unity.
Hi,I am a complete newbie to VR and Oculus SDK. I downloaded 1.12 and played around with the samples. Now I'm trying to create my own application with LibOVR, Glfw and Glew. In the samples provided, I can see it uses a windows app and OGL::GLEContext has been used to get the OGL context.I'm trying to use just GLEW instead of OVR_CAPI_GLE.h. Is it possible to just import LibOVR into a working Glfw/GLEW application and get it rendered to the Rift and Screen. Apparently in some older posts I see GLEW and OVR_CAPI_GLE rouse a conflict which I ran into as well. But most of the other examples that have it working are from older SDK versions. I'd appreciate any help on how to move forward with GLEW and GLFW in a console application. Or any links to tutorials that have sample code with recent SDK versions. Thanks
Hi guys. There are many hackintosh macs out there in the market place that are of course more powerful than the normal mac's. Love to be a Beta tester if you ever start developing one.
I want to save frames from CV1 to d3d11 Texture2d. How can I access the swapchain? What process generates resulting post--processed image for CV1 display (What process performs resulting present function)? Thanks!
All I want is to download the F-ing 0.4.1 runtime / configuration utillity. Why is it not available? ANYWHERE! Don't tell me to go download the new one because that is not an answer. I just want the god damn file, why is that so f-ing hard to understand?
Will you put an option to bring SS into Oculus Home in the near future, so there is no need to use third party software ?Or a plug-in directly accessible into the home ?Like in Steam VR ?
Hello,I'm develloping a student game with Unity for Occulus rift+ touch. My gameplay is asymetrical, 1 player in the Occulus and 1 on the PC. (they don't see the same thing)The point is, i need to show both players screens to people for the final showing of the year.so, is it possible to do this:screen 1: the Pc player screen 2: the Occulus player (while he is playing wih the occulus)the game should be displayed on 3 screens at the same time in fact. (2screen+occulus)Thanks you! :)
I am not a game developer, but a designer of a scientific application. My VR app uses a typical MFC Window UI to select files to load and set various options for display in VR. The Window is on its own user thread so it will not interfere with the VR display. I recently updated to SDK 1.3 and now the active window focus keep getting changed by Oculus. In debug output I now get messages like : 13:15:03.633 {INFO} [Log] [HMDState] Requested to SetForegroundWindow(5b1f62ll)13:15:03.633 {INFO} [CAPI] [HMDState] Requested to SetForegroundWindow(5b1f62ll)13:15:12.682 {INFO} [Log] [HMDState] Detected the active window handle changed to 801916ll13:15:12.682 {INFO} [Log] [HMDState] Requested to SetForegroundWindow(801916ll)The result is that I end up having to click twice to get dialog controls to function. Clicking tabs does not give the window focus at all but generates the above messages. This behavior only happens once
Hello,I'm trying to use this for adaptive resolution as done in the sample code. However, it won't work because AdaptiveGpuPerformanceScale is giving back values too high. What I'm seeing is at about 90 FPS at AdaptiveGpuPerformanceScale ~= 1.2. I'm unable to bias this on my end because when it's ~= 1 it won't send updates and we actually need to downres. I saw in the SDK it's based on desired_GPU_utilization. Is this something I can set somewhere?PS. The default ue4 pdadaptive implementation has got some bugs even if the GpuPerformanceScale had correct values.-Andrew
I write remapping applications (My best known ones are UJR and UCR) and I wish to add support for the oculus touch controller, though I have no intention of buying a Rift (Gonna get a Vive, sorry...)The goal would be to add oculus touch support to UCR, so users can easily remap oculus touch to Xbox, vJoy, keyboard, mouse etc.Is there any way I can emulate a touch controller sending input?I know there is something to emulate a rift headset, but is there an equivalent for the controllers?
Hi,I'm new with Rift development. I need to know if i can use Oculus rift without the Constellation Sensor. My App doesn't need the user move from their position. First it's only to see videos, fotos and audio. Thansk you.
HiI thought about getting additional to my Rift an IR Tracking system for games that not having Support for the Rift yet but for headtracking. Would it be possible to use the IR Sensor of the Oculus to do this? And if yes what do I need for that?
Hi,a hardware component delivers me single float textures, which I want to pass in the shader to modify my geometry. Unfortunately, I am not sure how I can do that with the Oculus SDK. I'm using the Oculus SDK version 1.8.0 (with OpenGL 4.5).But I’m unsure how I need to change the following line, which works for a 4 uchar texture:glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1280, 720, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);I would change the first GL_RGBA to GL_R32F (see doc), the 2nd to GL_RED since it’s one channel and GL_UNSIGNED_BYTE to GL_FLOAT:glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, 1280, 720, 0, GL_RED, GL_FLOAT, NULL);https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glTexImage2D.xhtmlBut GL_R32F is not available for me in the Oculus SDK. Can you give me any pointers? I've looked for the definition of it in the SDK, but I couldn't find it. Using GL_RGBA instead just gives me "interpret float as 4 uchar" noise. This is basically a duplicate of my stackoverflow question, but h
Some time over the last 9 days my FrustumNearZInMeters value for all three sensors has changed from something fairly small to 1.5m. The FrustumFarZInMeters is 3m. Was this part of runtime 1.12?This is both in my own software and the oculus sdk's camera volume sample.Previous:Now:(Yes, one camera moved and guardian changed. I've done a few tracking resets since then. Key thing is frustum near plane)
Hi! Is there any way to capture video/frame from Oculus CV1? Best for me is to capture resulting frame to d3d11 Texture2d. How can I access to Swapchain? Thank you!
I use Rift with an high-end laptop. The issue is that when I exit an Rift application, Oculus Home is still sitting in memory and consuming graphic card power and renders to Rift. As the results the notebook fun runs on full power and the graphic card consumes 100W instead of 10W. This is annoying. Is there any way how to automatically shut down the Oculus Home when it is not necessary (or preferably not to launch it at all and use only the Rift Drivers) ?
Hi all, we have a setup where a unity application is launched through another unity application in PC (applications, not scenes!). After the last Oculus update, we always get the "please wait" screen in between applications. This is very annoying and it breaks the experience. We only want our logo in the splash screen to appear when launching the second application and avoid Oculus service screens getting in the middle. This is for a demo for very important exhibition for a very important client, so any help is much appreciated.
The OculusTrcValidator is really helpful. One feature I'd like to see if to specify which single testcase it should run on the commandline, so you don't have to run all of them each time if you are working on a single testcase which is failing. This is going to be especially helpful when - like mentioned in the documentation - more testcases are added.
My game includes first person VR standing view, which has got me thinking about see-ing your own body in view.Is it possible at the moment , in particular with standing/room space to know where the body is ?For example if the player were to bend and lean forward (eg examine a object on a table). Does the system know this is the movement, or is there no way to distinguish that movement to say, stepping forward and lowering.Is this partly why most VR games dont show the body, just a portion of the arm/hand attached to a controller? As you cannot guarantee the body position, so can break immersion?I have a system for kinnectV2 to determine body location, but there would only be a small portion of the user base that would have that hardware.Would be nice if with touch there was also some sort of belt, or something that gave extra tracking (for say body, leg etc). That is one advantage rift might have over vive actually. Since Rift is sensing from the 2 cameras, an arbitrary number of
Can the location of where apps install from the store be changed? I have a smaller SSD as my OS drive and now I have 35 GB of Oculus content that I can't move but want to enjoy.
1. In the case of vive, i can implement room scale with only two sensors. I wonder if rift needs to have at least some motion sensors.2. I wonder why the internet needs at least four to implement a room scale using a rift motion sensor.3. I want to know the difference between vive's motion sensor and rift's motion sensor.
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