PCVR/Link Development
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Hello everyone! :) Need help again :( i download OculusSDK and want to start OculusDebugTool, but it don`t start and give me message like "can`t find HMD or not connected" or something like this :(search and find some topics about this, but don`t have anyone about CV1 version
I am trying to figure out how to get programmatic access to the app tracking to mid-photon latency number in my application, as from past discussions with Oculus engineers that is the best number to use for overall performance that takes things like queue ahead and time/spacewarp into account. It doesn't seem to be reported by your api directly, but I noticed that in Unreal you use GetFloatArray with some hardcoded property name strings to access some of the latency information, and I don't see any documentation for this.Could we get a list of property name strings that we can use to get the various stats that you show in your HUD?
Hello all,I am orienting to buy a new laptop. I'm looking for a portable laptop to do some developing on location as well as to take it with me abroad to give demonstrations. Is there anyone that tried the oculus + touch with the new MSI gs63VR laptop? This laptop has optimus, would this constitute a problem? Any suggestions for other portable laptops that would suffice are very welcome!Thanks a lot in advance!Best, Nynke
I have some problem about the terms of Oculus PC SDK license.What is the "Oculus Approved Products" means?Does it means a commercial software product need to submit to Oculus by some procedure to become a "Oculus Approved Products" which use Oculus PC SDK?What's the procedure it is?1.1 This license grants you the non-exclusive license and right to use (i) the Oculus SDK to make engines, tools, applications, content, games and demos (collectively and generally referred to as "Developer Content") for use on the Oculus approved hardware and software products ("Oculus Approved Products") and which may incorporate the Oculus SDK in whole or in part in binary or object code; and (ii) the headers, libraries, APIs and other tools made available by Oculus to enable the use of Platform Services with your Developer Content.1.3 You agree that as a condition of this License you will design and distribute your Developer Content to ensure that your Developer Content and any software re
Hi there. I am a student looking to create an application, similar to that of HELLO V that displays a UI Dashboard as an overlay for any VR Game but am unsure how to go about this. Does anyone know where a good place to start would be? Cheers.
Working on a game that will be set up in an exibition. Therefore there won't nessessarily be someone on hand to help people use the ORT. I'd rather people not have the ability to use the "menu" button to leave the game. Is there a way to disable this button?
We have had a number of reports of AFFECTED crashing on load. We have isolated the issue to be an Audio Driver problem but are having difficulty in A) Replicating the issue and B) Fixing the issue.I have attached one of the crash dumps for someone more knowledgeable to look over.Any help would be massively appreciated,MarkUsing:Unity v5.5.1f1, Oculus Utilities v1.10.0, OVRPlugin v1.10.0, SDK v1.12.0.
Hi,I'm developing a VR system for CAD/BIM applications in construction. The solution specifically aims at visualizing HUGE 3D models. By huge I mean at least 1Gb fbx files excluding textures, so models with lots of meshes. I've tested the system with over 250.000 meshes.I'm looking for more test cases and/or demo cases for my project. If you have a (construction) model of over 1Gb (the larger the better! Preferably an industrial installation) I will make you a VR flythrough app for free on the condition that I can use your data in demo's.PM me for more info.Geert
I'm running a Quadro card at work with UE4 and wondering if the card is not the best choice for using with the Oculus Rift DK2 - it's a Quadro K4000.Is there any line of thought on this? What if I switched to a GTX 770?
Quick question, I have not had time to dig into the Oculus SDK but is there support for adding third party peripherals to the proprietary communication system that links the controllers with the HMD? or would hardware developers need to setup our own Bluetooth type systems and have software developers interface with those? How are the hardlight people tackling it? (http://www.hardlightvr.com/) This is just idle interest at this point but it would be nice to see support for a peripheral market.
Hi, we're using The Lab Renderer (https://www.assetstore.unity3d.com/en/#!/content/63141) with Unity and SteamVR and getting Oculus-only artifacts that make our VR app basically unusable.Whenever the CPU throttles, on Oculus only, every other frame is shifted up around 50% and rotated/scaled slightly. This is extremely uncomfortable.We diagnosed and found that, to reproduce this, it's as simple ascreate a new Unity project (we tested 5.4 and 5.5)install a fresh copy of The Lab Renderer from the Unity asset storeopen the 4_spots sample sceneadd a script that prints to the debug console 40 times every frame (or any other task that throttles the CPU). e.g. void Update() { for (int i=0; i<40; i++) { Debug.Log("foo"); }}When we run the built .exe, we get this artifact on two different computers. Pressing Ctrl + 1 on the numpad fixes the artifact, which points to ASW as the culprit. We see this on Oculus only (it's fine on Vive). We are using SteamVR.I understand there is no way to disabl
Please tell me this will be enabled in the future!I say this as the 3xx series support was enabled and the 2xx series would surely benefit from it as much if not more.Cheers!
Hi,I am trying to understand how the sensors on the HMD and the tracker together provide the 6DoF information. More specifically, I wonder if blocking the tracker disables positional tracking totally. When I tried that, it seems to give a similar experience to 3DoF with only rotational tracking when I toggle the 'Use position tracking' in Unity. But are they exactly the same? Does the tracker has any contribution to rotation? Also, does the HMD alone provide any translation (considering the head model)?Thanks,MC
I want to measure the real length of the player's hands, in the real world. Any ideas how to implement it using the Oculus Rift and Touch sensors? I am trying to use VR only, without data input (input a distance, mark a reference stick etc.)Thanks for useful ideas.
I'm a student developer. I'm only trained in Unity3D right now, but I'm interested, if not bound and determined, to develop for virtual reality.Are there any student dev programs out there?@Valket_
I added the following code to the OculusRoomTiny(GL) application within sdk 1.10.1:void LogTextureFormat(TextureBuffer *const rt, const std::string& title){ GLint colorTex = rt->GetCurrentTexId(); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, colorTex); int assignedWidth, assignedHeight, assignedFormat; glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &assignedWidth); glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &assignedHeight); glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &assignedFormat); int redSize, greenSize, blueSize, alphaSize; glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_RED_SIZE, &redSize); glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_GREEN_SIZE, &greenSize); glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_BLUE_SIZE, &
Hi everybody, Question: I would like to limit the head tracking movement of the Oculus Rift in Unity to a region.The aim is that the player keeps his head on his shoulders all time.I am wondering if someone already have code (or work) on this ? And if you guys have links to help me do that :geek: .RaymanExemple.PNG
these are the people who where in the group as admins, I was the owner. http://imgur.com/a/CPJMPI removed all of them for now.I only created this account like 4 years ago to make a stupid idea to try and get a free oculus lol https://forums.oculus.com/developer/discussion/1131/easier-orientation-at-keyboard-idea#latestNow 4 years later I got an email saying that I got paid 5 bucks or that I had to pay 5 bucks (to a random address and a random person, I already sent a ticket to support for that), so I enter to this website to see whats up and after looking around it turns out I was the "owner" of a group of developers who tried to publish more than 50 apps and only got 3 or 4 approved.I googled the address (1601 Willow Road) and people is saying in the comments that they got scammed their facebooks or somethingIt also says that I tried some apps on a gear vr and a rift but I don't own any of thoseWhat the fuck is going on? Did I get hack or this website bugged or what the fuck happ
Hi,I am a newbie in VR development. I am wondering if there is any way to override the positional and orientational tracking information outside the game? Let's say I wanna disable the positional tracking of a game someone else developed, is that doable?If it is not doable, are there any open source VR games that I can start tweaking and experiment with the different things?ThanksMC
Just wanted to see if you guys had an ETA for adding in Visual Studio 2017 projects/libs, etc., since it officially released a few days ago? I'm looking to plan out / schedule my own migration to 2017 (from 2010), which of course depends on the 3rd party SDKs I'm working with adding support.
I'm really excited by this format and would love to see other peoples work - it would be awesome to showcase the communities efforts in this area hence this thread! I attach some panoramas made with Vray as a start. The Octane/orbx examples blew me away on the Gear vr but while I wait for official 3d stereo panorama support on that hmd I use LiveviewRift to view these on my DK2. You can get the 7200x7200 panoramas by clicking the images below and downloading from photobucket. They are design development renders for architecture.Thanks to mediaVR and others on the '360x180 CG Renders' thread for sharing their knowledge - I discovered everything I know about building these from there.
Obviously, putting the headset on every time I need to test something is annoying.So far, my best idea was to connect a Styrofoam head to thead back of my chair, so I it will look to the same direction as my real head, and turn around when I swivel.The problem is that the headset display remains on when it's on the Styrofoam head. Is that bad?Got any other hack?
I'd like to add Oculus Rift rendering to a Universal Windows Platform app. There's a line in the release notes saying UWP isn't supported, but in this thread: https://forums.oculus.com/community/discussion/comment/427837/#Comment_427837 there's a comment that "The native Oculus PC SDK supports UWP, which is how Microsoft shipped Minecraft". So I'm not sure if what I'm attempting is possible or not.When I call ovr_Initialize() from the UWP app, it fails with ovrError_ServiceConnection. Non-UWP test apps work fine. Has anyone succeeded in building a UWP app with the current SDK?
Failed to render to rift when using OpenGL library. Any ideas?
Ingame I can call ovr_RecenterTrackingOrigin and this works, but it is not saved or made persistent when running my exe a second time. In fact, my controllers (including the Oculus) are recreated at every ingame heat, and this keeps resetting the Oculus calibration position.I can only change this in a persistent way by calibration inside the Oculus Home screen. I would however like to be able to make the calibration persistent also from within my game. I could check and save (on disk) the calibration pose after calling ovr_GetTrackingState() after having called ovr_RecenterTrackingOrigin(), but it seems silly to have my own calibration matrix on top of the Oculus provided one.Any idea how I could achieve that?
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