PCVR/Link Development
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Hi, just setup everything on a brand new pc, specs are high enough.After installing the oculus software I get the error:"cant reach oculus runtime service"already tried all the solutions I found in this forum.Any official statement from oculus regarding this problem?Thank you for any help
Hi,I published beta of my game Dragon Defense Force which was created in Unity. However, I've had reports from some users that when they exit through Oculus' Exit to Home button that the screen goes black and they have to control+alt+delete the app. Is there something I need to do to make exiting the game work?Thanks!om
When I run "Rift and Touch" setup and use both Touch controllers at the same time."Sensor Communication Test" will have a waring.But if just only one touch controller will not happen.
I like watching 360 videos and I'm wondering if someone can watch 360 videos on Windows 10 with the Oculus Rift with any other players except for Virtual Desktop ?I have no problems downloading 360 videos from youtube in my Video folder and watching them in Virtual Desktop. However when I load the same video in Whirligig it's showing it on the screen as non-360 and I can not find any settings to modify this. I've found "Oculus video" program in Oculus store this one shows videos downloaded from youtube in 360 but .... it has no touch controller support and some files it's still showing on movie theater ( non 360 ). I suspect it may have something to do with the names of the files: they do have *.mp4 extension. Another disadvantage of Oculus video it's slow on streaming videos from "New" or "Top" chapters. What Internet speed do we need for this to make it working without pauses ? Does anyone know any 360 video streaming App for Oculus Rift for Windows PC ( preferably
With the release of ASW, the forums that I am on for personal gaming are alive with both compliments, and complaints. When ASW works well, it is great. But, for example, in iracing, it simply doesn't for many users. Everyone is confused, because, the ASW is kicking in, but they are not even aware that ASW exists, for example. For whatever reason, Oculus hasn't really announced it to the public on the release of the software update. It simply installs, and there is no UI button for disabling it. Rather it uses the numpad keys, which, news flash, some keyboards don't even have. Of course you can use a virtual keyboard, but that requires starting the keyboard every time you launch the game.Complaints aside, CAN this be disabled permanently, for those that don't benefit from it? Myself included, as ASW kicks in on occasional frame drops, but, with a titan xp, the occasional frame drops are never extreme. Now ASW kicks in and the quality, in my case, is much worse. I tried deleting th
Hi to all. I am new of the awasome Oculus World.I have an Oculus Rift vc bought few days ago. Actually my idea is to use the Rift to stream images get by two cameras and not to use it for gaming. Sadly my laptop is not power enought ( I read different topic on the reccomended spcs ). I have a quite old dedicated video card ( an NVIDIA 740M ) and the "oculus" program doesn't recognize the attached HDMI cable. So I installed the oculus sdk and start to program with C API, but even in that case the Oculus seems to not be recognized by my system. I am wondering if there is a way to use the C API with the oculus sensor even though the minimum requirement specs are not satisfied. I am using Windows 10 with the last version of sdk and oculus runtime. Cheers, Jonathan
We would love to start implementing Oculus Touch for our VR Desktop application "Hexkraft Haus" as the Leap Motion/Vive controllers simply do not feel like your hands touching screens and buttons.How can we apply for a dev kit?Please check out https://www.youtube.com/watch?v=LEw3Vfx9B38 and www.hexkraft.com for additional information.Appreciate any feedback:)
If you are a .Net programmer and you have an Oculus Rift headset, then I have some great news for you.1)I have updated the outdated .Net wrapper for Oculus SDK (OculusWrap) so that it now supports the latest version of the SDK. It can be get with full source code for free from GitHub: https://github.com/ab4d/Ab3d.OculusWrap. This means that if you know how to program with DirectX (with using SharpDX) you can now use the latest features from Oculus SDK.2)If you do not want to work with low level Oculus SKD or do not know how to program with DirectX or OpenGL, then I would like to invite you to try the Ab3d.DXEngine.The Ab3d.DXEngine is a DirectX 11 rendering engine for desktop .Net applications. It is not another game engine where you use game editor, but is a general purpose 3D engine that allows you to build your 3D scene just as you build your 2D GUI. This makes it great for business or engineering applications that require 3D graphics. The great news is that with usin
Ok, so I'm making an arena type game where character will move around a map shooting and attacking enemies and other players. Currently I have the avatar hands working (can pick up, throw objects) but the way I have the heirarchy set up I had to turn off the OVR player controller scripts HMD rotates Y option. Because of this a person can't turn in VR and head the direction they are facing. The have to remain forward and turn with the right touch stick only, which I find extremely nauseating. Does anyone know how I'd fix this?
Hello,If the Touch Controller battery (/batteries) run low, a pop-up message is shown in Windows.My question to Oculus is this : Do we need to show any in game messaging / UI (in the Rift)? Is there any documentation regarding this or examples and so forth?Or do we not need to do anything here?Many thanks.
Hi all,We are bringing Rec Room (which has been out on Steam for a few months) to Oculus.Rec Room is a virtual reality social club where you play active games (like Paintball, Disc Golf, Dodgeball, Charades, etc.), and is a touch-required experience.We'd love to get some more people testing with Touch and giving us feedback on the tweaks we're making to ensure Rec Room is great on Oculus. Specifically, we're doing two things to support the predicted typical Oculus Touch setup (two sensors on either side of desk, yielding a kind of "almost room scale" tracking volume):Tracking blinders - we dim the world as you turn too far away from the sensors. This is intended to be a clear but non-disruptive cue that leads you back to the correct (real world) facing.Rotation tweaks - this one is kind of hard to summarize, but we're iterating fast on a bunch of options that assist the user in staying correctly oriented towards the sensor. Our current philosophy is to bake the tweaks into our existing
We are currently porting our VR game to Oculus home (it's already on steam). The game requires that clients connect to our own servers. On steam, we use the users steam account, which happens something like this: - Client logs on to steam - Client request authentication token from steam - Client connects to our servers and provides authentication token. - Our servers verify the authentication token with steam servers, and then allow authenticated session.I'm having trouble finding the documentation for equivalent functionality for Oculus Home accounts. Could anyone point me in the right direction?Thanks
hi is there any way to communicate with oculus without oculus store like api or something like that i want to make app somthing like management for internet cafe but for oculus rift :D
I had a problem with the hardware the usb cable would like to know if it is possible to buy only the cable.Grateful
Hello, I recently upgraded my application to the 1.6.0 SDK from 0.8.0.Under the new SDK version the application will lose focus if the HMD is perfectly still for around 10 minutes: ovr_GetSessionStatus will return a false for IsVisible and nothing can be rendered. The application gets focus again if the HMD moves.This is actually quite bad for my purpose. The application is a meditation / relaxation program so there are times when the user is expected to remain still for a long time and this can be quite distracting. This didn't happen on version 0.8.0. Is there any way to disable this behaviour?
I've been working on a game for the Rift that was originally going to be Gamepad controls only, but since getting my Touch controllers on launch day I've decided to have it Touch controlled only because...well, they're awesome lolI'm only doing this as a hobby on my own but I'm planning on having this available on the Oculus Store so I've got a few questions regarding Touch controls and the Oculus Store:1) Where can I get the models for Touch controllers and hands from..? I've looked in the Oculus SDK and the Avatars SDK and the only assets I've found are from the Tuscany demo.2) Once I get hold of those models will I be free to reskin the hands to make them appear human and use the snimations included..?3) I was originally planning on releasing this for free but now I quite like the idea of having all of the proceeds going to charity. Will Oculus be up for doing this..?If anyone's interested I've started a Dev Blog on the VR Spies' forum here:http://forum.vrspies.com/t/harvs-dev-blog-
Hey, I bought the dk2 when it came out, it ran perfect on my gaming pc, haven't used it in like half a year, got it out, install the new drivers.... its incompatible on my computer now? Its an intel i7 2600k oc'd to 4.56ghz 4 core, 16gb ddr3 ram 1600mhz, lots of hdd/ssd space, plugged into a dvi-hdmi connection on the back, going through the set up, the light on the headset's orange(no video signal) tracking camera's lit up blue, and computer cant seem to find the oculus nor could nvidia settings. The set up finds one usb plugged in, the others apparently arent. everythings updated, everythings the newest driver it could be. Could someone quickly run me through setting it up on windows 10 pro 64x? Thanks! I currently also have two other monitors plugged into the back of the graphics card, three outputs. two tv's through dvi/hdmi cable and the oculus i've tried with several other dvi/hdmi converters
Hello guys! I am having errors trying to initialize the rift in a C++ program, for some reason it doesn't initialize and I don't know whyhere is my code://include standard libraries#include <iostream>using namespace std;//include GL#include <GL\glew.h>//include Oculus #include <oculus/include/OVR_CAPI_GL.h>//declare all ovr variables#if !defined(OVR_OS_WIN32) && defined(_WIN32) #define OVR_OS_WIN32#endif#ifndef VALIDATE #define VALIDATE(x, msg) if (!(x)) { MessageBoxA(NULL, (msg), "UTRGV Simulation", MB_ICONERROR | MB_OK); exit(-1); }#endif#ifndef OVR_DEBUG_LOG #define OVR_DEBUG_LOG(x)#endifvoid ovrInit();ovrInitParams initParams = { ovrInit_RequestVersion, OVR_MINOR_VERSION, NULL, 0, 0 };ovrSession session;ovrGraphicsLuid luid;int main() { //oculus initialization //see ovrInit() ovrInit(); }//this method get output f
I am currently preparing to build a rig for shooting 180 3D content and came aross this yesterday:https://www.blackmagicdesign.com/produc ... nemacameraThis is definately a game changer in terms of portable quality. I know most people go for the Hero 3, when shooting 180 3d content, but with the advent of this product, things are bound to change, especially with being able to shoot 12-bit raw.My question to all you techies out there is the following:If I go down the BMC route, what kind of MFT fisheye lens should I be using to get best possible results in the Oculus?Also, do you think two of these cameras could be synced like the gopro's? I am also interested in hearing your thoughts on using the BMC for VR in general.Over and out.
hi guys,I signed up an Oculus account few days ago.However I don't see an option to sign up for developer account.Have I missed out something?Regards,Ken
Hello,We are facing issue with ideacentre AIO510S-23ISU lenovo touch screen computer, when we have installed any Oculus runtime sdk and then restarted the computer, but it doesn't start. We have to reset the system and then it starts.How can we issue resolve?Please help us.Thanks in Advance.Ankit Agarwal
We're integrating the Touch controllers into our game, which already has pad support. In our UI text, we use images for buttons, e.g. "Press (A) to Interact" or "(RT) Shoot", where (A) is an image of the A button, and (RT) the right trigger.Do you have any official images for the Touch controller buttons, or guidelines we should use? I'm particularly interested in how you feel the triggers & grip buttons should be represented.
Hi allI got my hands on a Oculus the beginning of December, followed quickly by the touch controllers. I have been a developer (mainly system development - web based) for a long time so thought I'd try my hand at game development.First step, I picked up a copy of Unity watched and followed along with their space shooter tutorial and then got started on my own project.Please watch the video, I've kept it short its only a couple of mins. I would really appreciate some feedback. (Note I set the AI to have 3 shots to try get some hits quicker, usually the AI would only have one shot)https://youtu.be/AqlFb1NypQAHere is what I have after around 4 weeks of developmentBuilt the environmentBuilt the game playBuilt the easy AIAnimationsSpecial EffectsOptions screen to adjust for lower powered machines (with persistence between sessions)Recenter via the A button or Oculus homeHaptic feedback SoundsTouch controllersLearnt so much from zero knowledge of games to what you see on the videoHave m
Hi to all menber,I write from Italy. I need help to understant if the complete kit oculus rift is a good soluctions for my idea.I want to use the O rift and the "hand" to navigate and is is possible touch /move the obj inside the world. .I'm able to build the object 3d whit catia or rhino or alias but no have suggestion about the software / world builder to use for the integration and immersive navigation whit oculus......is important all information experience....many years ago a little program named rend386 it was the soluctions for import and navigate inside a virtual desk but now ????ok ...I hope to recive information .thanks in advance . Aldo
I *know* that the CV1 does not entirely "bypass the OS" as claimed (even in direct mode) since playing with Nvidia control panel with a monitor plugged in on the HDMI where the Rift is you can adjust digital vibrance and likely other settings, which STICK when the Rift is re-plugged.I totally understand the reason for direct mode and "hiding" the Rift as an actual display from Windows, but I would really, really like (to code) a simple control panel, using NV API or whatever other method. Does anyone have some pointers? I like to make a simple panel with sliders for digital vibrance, gamma, etc...basic color stuff..basically what the NV control panel does.
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