PCVR/Link Development
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Is there a way to get the number of currently queued clips in the OVRHapticsChannel? I could do it myself by keeping track of the time and the length of samples in there, but I figured it'd be better to check the actual channel but i'm not sure if i can?
So I applied for a headset and the touch through the hardware-request-form about a month ago. A couple of weeks ago I got an email saying my request had been approved and would ship in 2 to 3 weeks. I was delighted and couldn't wait to add Oculus support to my game. I had no way of tracking this but today out of the blue I got an Oculus package 1 of 1 delivered but it was the touch and no headset. I'm not sure what is happening now. Will the headset be shipped at a later date? Will it be shipped at all? Have I only been approved for the touch and not the headset? (There was nothing in the email to suggest otherwise) Is there any way to check if I will get the headset at any future date? I'm not sure if I'm getting worried unduly and the headset should follow on in a few days. Is there anyone else reading this that applied for both and only got the touch or got both but at different times. I'm really grateful to Oculus but because there was no order details so I can't check it up.
Hello I have DSLR (Canon EOS 600D in Czech) but isn't for 3D shooting. It's posible to create stereoscopic 3D photo? I can use program for making 3d photo for red/blue glasses (take one shot and after move tripod litle to right orl left and shoot another photo and software meke 3d photo). And spheric panorama can also make with lots of shots in Photo Shop. How I can make stereoscopic 3D photo with my DSLR? It's posible? Thanks for answers!
I want to place colliders in my game world that line up with the edges of the rectangular play space to prevent interactive things from leaving it. The Oculus SDK gives you access to the play area bounds as a rectangle, but it is not centered around the tracking origin in floor tracking mode. It seems like there is an arbitrary offset between the origin of the tracking space and the center of that rectangle, and I don't see any way to get it from the SDK.We are not expected to get the vertices of the bounds and figure it out ourselves right? It seems like it would be tricky to reproduce the extents defined in the Oculus setup tool that way.
From profiling my UE4.14.1 project, I am seeing ovr_SubmitFrame taking between 35 to 40ms in an empty scene. It appears to be related to the mirror to window operation because disabling mirror to window reduces ovr_SubmitFrame time down to 10ms which can be explained by VSync. Here is what I learned with a little bit of trial and error:- Reducing the window swapchain size from 2048x2048 down to 640x480 does reduce ovr_SubmitFrame's time back down to 10ms. - The drawcall for displaying the mirror texture only takes about 100us for the 2048x2048 backbuffer according to NSight.- Doing sampling based profiling I am seeing ovr_SubmitFrame spending most of its time inside WaitForSingleObjectEx which suggest it is waiting at a sync point.I have searched here as well as UDN and have found no info that can help me understand the observations I am seeing. If anybody can help me understand what I am seeing I would really appreciate it.Jimmy
It appears the ovrSensorData / rawSensorData data have been removed from the 1.3.0 SDK.Now you see them in v0.8.0:https://developer.oculus.com/doc/0.8.0.0-libovr/structovr_tracking_state.htmland now you don't in v1.3.0:https://developer.oculus.com/doc/1.3.0-libovr/structovr_tracking_state.htmlI can't see any mention of that removal in the release notes, but there ya go.Is there an equivalent query in v1.3.2 to examine the HMD sensor data for CV1, or is reading of the Oculus sensor data now blocked?
Hi guys, the question is rather simple: can I assign my own cameras to the two separate displays of my rift? (Unity x CV1)I've been calibrating my display by spectral measurements (I do scientific research on colour perception) and it seems that there is a large colour difference between the left and right display. I'd like to solve this by rendering different cubemaps (with corrected colours which differ for each display) with two different cameras and sending the feed to the respective displays.Thanks in advance
I submitted my app to the Oculus Rift Store and got the following feedback.Your title takes a long time to render in Skyline or Home. Cannot launch the app from Oculus Home because of a configuration window that appears on the desktop.How can I correct it? My app unity build works perfectly on my PC.Thanks
Im using Touch controllers. Id like to attach a pool stick to both hands, such that I can move hands around, but the stick will pivot and stay connected to the controllers. Obviously i can connect it to one hand, but how would I attach to both?
Hello,I'm trying to render the oculus touch controllers in-game with a model alias. In SteamVR this behavior happens automatically, but I cannot find anything in the OVR SDK documentation to indicate a built-in way to do this with oculus. I tried setting a mesh filter and renderer on the LeftHandAnchor and RightHandAnchor objects, but the model renders in the wrong place, though it does appear to movement track properly. Does anyone have any advice? The Left and RightHandAnchor objects aren't even documented in the sdk guide :/
I had some issues regarding rendering on oculus, is there a way to enable the desktop view like the demo app tiny room? I checked the code but I still cant figure it out, I didn't write the code originally, just did an upgrade from sdk 0.6 to 1.9, and now it seems getting into some weird rendering problems, the right eye view seems uses a different coordinate system than the left eye, and I am trying to get the rendering showing on desktop to get a clear view. Any help would be appreciated!
This happened after a upgrade from sdk 0.6 to sdk 1.9, I have tried using same view point for both eyes and rendering for just left eye, the issue still persists, any ideas on where I could mess up stuff?
Hello, I'm attempting to integrate Oculus SDK into an existing application, and I've downloaded the SDK for Windows, and I created the debug libs from the /samples project. However, I don't seem to have a LibOVRRT.dll or some such, as its failing initialization.. I'm linking against LibOVR.lib as well as LibOVRKernel.lib, mostly because I don't know which of these i'm supposed to use (or both?). However, that doesn't describe why i'm getting the -3001 error on initalization.. code snipper below, tho I'm not sure how helpful it'll be ovrResult initResult; OVR::System::Init(); // Initialize the SDK / System initResult = ovr_Initialize(nullptr); if (initResult != ovrSuccess) { ovrErrorInfo *info = new ovrErrorInfo(); ovr_GetLastErrorInfo(info); // Failed to initialize... return false; }
We are planning to develop an application for 2d to 3d conversion in oculus rift .If it is possible to develop in pc before dumping in oculus rift.Any software available to develop in pc?
0I'm trying to use UOculusFunctionLibrary::ShowLoadingSplashScreen with unreal 4.14.2 to show a loading screen, I do this like so....// Clear and add a loading screen to show UOculusFunctionLibrary::AddLoadingSplashScreen( textureToShow, FVector(100.0f, 0.0f, 0.0f), FRotator(0.0f), FVector2D(ImageScale* 1.777f, ImageScale), FRotator::ZeroRotator, true); // Show that loading screen UOculusFunctionLibrary::ShowLoadingSplashScreen();This appears to show the loading screen for less than a second, the 'loading screen' then disappears leaving just black.Can you point me at documentation, or advise what might be the issue?Many thanks in advance, Ian.
Hi,is there any source code available to use my mouse cursor in the TinyRoom Sample from the Oculus SDK. I found that I have to cast a Ray in the scene but the code was for unity or unrealengine. I need the code for simple Windows Application if possible.Thanks
I created my build in Unity for desktop so I have an executable and a data folder. The developer console lets me upload binaries as a file.How do I need to pack the Unity desktop executable and its data folder for publishing to the Rift. Does it need to be a ZIP file, a self extracting zip (EXE) or some other structure. I can not to seem to find any info about this in the developer docs.
Does anyone know if there a way to simulate running a game on a minimum spec machine? Or am I going to have to buy one for testing?
Dear developer communityWe are developing a Unity Game with Oculus and Vive support.Currently, we have a problem with the Vive Integration.We use the SteamVR Plugin version 1.2.0 and The Lab Renderer version 1.0 we also tried it without the Lab Renderer.For simplicity, I will post a few pictures.If you start the Game W/o any VR SDK it looks like thishttps://puu.sh/tDZNl/4fd45d5e0d.PNGWhen we add then the Oculus SDK it looks like thishttps://puu.sh/tDZNm/216be39c02.PNGAnd finally, if we add the OpenVR SDK for the Vive it looks like thishttps://puu.sh/tDZNh/2083038722.PNGHas anyone an idea what might be the cause?Or has anyone the same problem fixed?
I'm currently developing in UE4 but it's a general math programming question.Say you have the player with his arms extended in a T pose and then you want to detect if he's rotating (keeping that pose) clockwise or counterclockwise. The player has to be able to look wherever he wants so can't use the camera rotation and he can also be facing any direction.I'm detecting the required proper pose properly, I'm then measuring the delta between hands positions from frame to frame which gets me a direction and a velocity but I can't for the life of me figure out how to tell if it's going clockwise or not.Any tips?
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Hi, we've bought an Oculus CV1 for use for developing and displaying artworks at exhibitions. Everything works fine with 3rd party VR apps enabled, however whenever the VR art software isn't running the headset displays Oculus home with a big ugly "please log in" message.Ideally we'd like a way to not have this screen come up if for some reason the VR software isn't running, is there any way to just have the blank grid, or nothing at all?Also we're a bit concerned that we need to log in to Oculus home to access the enable 3rd party VR apps option, we don't really want to have to use our login all over the place to get the headset set up and enable 3rd party apps, is there any way to enable 3rd party apps without logging in?Is there a developer / kiosk edition of the runtime that doesn't include Home? That would be very useful for use cases like this.
Anyone mind assisting, I'm trying to get the forward direction of the controller - I'm struggling to find documentation covering the axis
Hi, all. I've been scouring the web all day for Touch haptic examples in Unity, but it's been difficult finding any beginner-level example scripts.Here's what I have roughly in "MyGunScript" that is attached to my "Rifle" game object:public class MyGunScript{ OVRHapticsClip myHapticsClip; public AudioClip myAudioClip; void Start(){ myHapticsClip = new OVRHapticsClip (myAudioClip); } void Update(){ if (OVRInput.Get (OVRInput.Button.One)){ OVRHaptics.RightChannel.Mix (myHapticsClip); } }}And then I dragged a very loud gun shot sound into the public "myAudioClip" in the script. However, I feel no vibration in either left or right Touch controllers when I pull the trigger during testing.Any clue as to what I'm doing wrong here?Thanks!
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