PCVR/Link Development
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I've installed all the latest updates for my GeFroce 8600 GT and still it's complaining I need to update my graphics card driver. Please can anyone help me out here? I've been struggling for a few days now/
Recently our app keeps rejected for review with the reason "Your app's medatada claims support for Oculus Remote, but we were not able to complete testing with this input device."However, in our app specification we claims we only support Oculus Touch, but not Oculus Remote. We use Unity3D to develop. Is there any thing called "medatada" (metadata??) we can change?
Where can I download the Avatar SDK mentioned here https://www.oculus.com/blog/a-closer-look/
I am having serious issues getting this to work on windows 10I tested the helmet on mac everything works no problem.So i have windows 10 i tried the runtime 0.8 ..the display resolution is resetting like when you add a new monitor every 10 or so seconds.I can not make it stop.If i try the oculusSetup everything is detected except the hdmi connection.I tested the hdmi port and it works with other monitors.I repeat the helmet works without a problem on mac, this seems to be a Oculus + window 10 issue.I see the internet full of this question ?Is the support for DK2 simply dead ?Any idea how i get this to work ?live long and prosper *Spock sign*
My app failed to meet oculus Functional test due to:"We were unable to complete testing due to progression blockers. There's no way to navigate to a different source video folder while in the experience. Videos have to be in the Videos folder for them to be viewable."
I meet an login error after installed oculus software.who know what's that?
Hi there, you know me, I'm that boring person that will point out that the content of the guide doesn't correspond to the current version of LibOVR ^^"Obviously when I got my touch controller, the first thing I did after setting it up and redeeming and downloading all the games I could for it was to fire-up visual studio and opening the documentation (while waiting for stuff to download :tongue:)So, the content of the ovrInputState on this page of the guide is wrong https://developer3.oculus.com/documentation/pcsdk/latest/concepts/dg-input-touch-buttons/, at least the ConnectionState member doesn't exist, it probably should be renamed "ControllerType", that's what is in the actual code, so if somebody at oculus could fix that ^^"And if would be nice to put a spinet of code at the start of the section about touch input that will detect if there's actually Touch Controller active right now. Something of this style would do : //Get the controller state
Hi! We're making a VR movie that can be played in a museum. We will have 12 people watching, wearing 12 different Oculus headgear and each one of them will be plugged into 12 individual computers. The problem is that we want the movie to start at the very same time. Is there any way to achieve this? Please help if you know! Thanks in advance :D
I want to check for Touch button presses with Playmaker in Unity (no manual scripting), so I need to assign Touch buttons and axes to "buttons" in the Unity project input settings. What names, axes, etc. do we use for that?
Hi, I have a bit of a problem. I don't know why, but I can't prevent the cv1 to do things that I don't want. I have a set up where I have 12 motion tracking camera and I've put some markers on the cv1. In my code, wich is write for unity, I have check the box for not using the position in rift utilities, i've even set it up in the code to be always false. I've created a method that remove all position change made to the head from the oculus utilities, but the headset continues to place itself where ever he wants in my game at the start of the game. I'm able to replace it using some offset that I can control, but it's not even the same values eaxh time I start the game. also, the recenter pose doesn't place the headset really facing front, sometimes, when I use recenter, the headset set up himself facing left or right or even backwards. My question is, Is there a way to conpletely ignore the cv1 position tracking like it could have been done with the dk2? Because i'm out of solutio
First off, let me say I have no idea HOW this could. I just have an idea that someone should figure it out!Oculus is working hard on positional tracking for the head, but should they be focusing on hands at the same time? Right now there are all of these different ideas for controllers/gloves/motion tracking. What if you could use any controller or device you want and STILL have positional tracking for your hands that are ALSO relative to your head.I got to try the Rift with the Hydra, and one frustrating part of that experience was that my virtual hands in the Tuscany demo were not exactly where my real life hands were. I'm sure there are several reasons why this is the case, but the reason I can think of is that the Rift wasn't be tracked, so where my head is located relative to where my hands are located isn't matching up. If the same positional tracking was being used for the Rift and my hands, however, I imagine it would be very easy to match up the hands being exactly where they
We've had problem free Rift support in our application for well over a year, but ever since the update that enabled ASW for everyone we've had an issue appearing for anyone with a video card and driver that supports ASW. The issue only appears in our application when ASW is active and only in the Rift (not our mirror window), as our rendering engine owns the textures we render to and we copy them to the Rift's texture swap chain before submitting them. The issue appears as a black bar, towards the center of the Rift, taking up 1/3 to 1/2 of the screen in each eye, every other frame. Strangely, if our application has run recently before running the OculusRoomTiny (GL) sample the issue displays in the sample's mirror window when ASW is forced to active.In the sample, the bar is flickering every other frame in the headset, but solid in the mirror window. If our application has not run recently then the result is normal, even when ASW is forced on.I'm not sure what could cause this, our re
Thank you Oculus for creating the wonderful documentation comments in the header file OVR_CAPI.hIn particular, the structured comments for function arguments, e.g. "/// \param[in] session Specifies an ovrSession previously returned by ovr_Create." greatly simplify the task of generating python bindings for the Oculus Rift SDK. Especially compared to certain other virtual reality APIs I could name...But there are a couple of cases where the parameter name in the structured comment does not exactly match the parameter name in the function signature. It would make my life easier if these parameter names could be made to match please.1) At lines 1297 and 1315 in OVR_CAPI.h, the final argument to ovr_Create(...) is variously named "luid" and "pLuid". I think line 1297 should be modified to read: "/// \param[out] pLuid Provides a system specific graphics adapter identifier that locates which"2) At lines 1612 and 1618 in OVR_CAPI.h, the final argument to o
I'm glad that there is now a CLI tool for uploading builds. However, it seems that the current CLI tool's parameter parsing is broken (at least the application launch parameter parsing). If the beginning of your launch parameter string overlaps with any of the CLI tool's parameters (e.g., --launchparams "-server 127.0.0.1" in which '-server 127.0.0.1' overlaps with the tool's '-s' parameter) the tool will incorrectly parse the app's launch parameter as the CLI tool's parameter. In the example case I just gave, it appears that it will improperly parse two values for the app secret token: your actual app secret and "erver 127.0.0.1" - which ends up completely breaking the upload process, all of which can be observed in the tool's log file. If your app's launchparams were instead "-playback" - it would improperly parse your launch params to be "layback" - the upload might succeed, but your application's launch parameters will be broken.For my case, this makes the CLI tool pretty much unus
I don't have Rift yet and before I get it, I'd like to get Touch and use it without Rift until I get one (obviously I'd be able to look forward on the screen and not look around, but at least I could work out motion controls for my app/game).Is it possible to use Touch without Rift with UE4 ?Thanks
Oculus PC SDK 1.10.0New FeaturesEnabled ASW by default. For more information, see Asynchronous SpaceWarp.Added Touch optimizations.Minor performance improvements, memory management fixes, and other updates.Known IssuesIf you encounter intermittent tracking issues, remove the batteries from any Engineering Sample Oculus Remotes that you paired with your headset and contact Developer Relations for replacement remotes.If you bypass the shim and communicate with the DLL directly, without specifying a version to ovr_Initialize, the DLL has no way of knowing the SDK version with which the application was built. This can result in unpredictable or erratic behavior which might cause the application to crash.There are some USB chipsets that do not meet the USB 3.0 specification and are incompatible with the Oculus Rift sensor. If you receive a notification in Oculus Home or the Oculus App, plug the sensor into a different USB 3.0 port (blue). If none of the USB 3.0 ports work, plug the sen
I'm trying to add haptic feedback to Touch Controllers in my game but I'm completely stuck on how to do that. I've read all the documentation provided by Oculus which recommends several different methods, the most recent of which relies on playing OVRHapticsClips.My problem is that Unity freezes when trying to create any OVRHapticsClip. It doesn't just error, the entire program stops responding the same as when stuck in an infinite loop.Are there any examples of code to play haptic feedback on the Touch controllers? Or is there a limitation on the type of audioclip that can be used to create an OVRHapticsClip?
I've been having some trouble setting up the Touch controllers, and the docs ask me to contact Dev Relations; no clue who to contact.
I have no issues running the OculusRoomTiny (GL) demo (which my simple engine is based on) on my desktop PC. However, on a new laptop I got (that runs all Oculus store stuff just fine) this demo is locked to 60hz, which is causing ASW to kick in.When I run the OculusDebugTool, it shows the framerate fluctuating between the 45hz used by ASW and 60hz. It appears that every second or so, the runtime is trying to disable ASW and then failing to hit 90hz so re-enabling it. In any case, when I disable ASW with the keyboard shortcut the framerate is locked to 60hz.I investigated this a fair amount and determined a few things: First, if I comment out the call to SwapBuffers() in the MainLoop function, the demo returns to the expected 90hz (though of course the mirror window doesn't update). This indicates that SwapBuffers() is blocking, which it should not be.Second, the call "wglSwapIntervalEXT(0);" (also in MainLoop) does not have an effect. The return value of wglGetSwapIntervalEX
Hey!We've been using unity_CameraProjection[0][2] < 0 in our shader for good effect, but after the recent Oculus upgrade, this always returns a negative result.Has anyone run into this, and or does anyone know how we can differentiate the eyes in a shader?Thanks!
Hello, My product Aces High passed all store requirements, except frame rate at times drops below 90 when in very hi populated terrain areas.I currently am stating Nvidia 970 as a minimum. Can I simply raise the Minimum requirements to pass the 90 Frame Rate requirement?If not is there any way to have an application accepted that does not always maintain 90?Thanks
Hello,I've built a game in Unity3d for Oculus and the game runs fine, no real problems at this point. Once you take off the headset and the oculus goes to sleep and the screen is black after a minute or two it will give a crash warning. Has anyone experienced this? Any idea how to fix?
Hi,We've developed a room-scale VR experience for the Vive, made with Unity, which we're selling on Steam. We're now trying to port it to the Rift. I've two questions with regard to this.First, we're currently using OpenVR. It seems that it should support the Rift and Touch, and in fact it does tracking and most buttons out of the box, but we've not managed to get haptic rumble working, nor the Y,B, and Menu Button on the touch controllers. Does anyone have any info regarding this problem?Second, to all touch Unity (5.4) developers: Are you using Unity native integration, or are you selecting "Oculus" as the SDK, and using the Oculus Tools? Is there a demo project online which uses all of the Touch features, buttons, etc.? I seem to have missed it.Thanks!Philip
Can I use DK2 for development with latest platform and unity 5.4, or it doesn't work?
Is there a way to log activity from the performance hud? Or is it saved to a file/log by chance? Possibly a command line switch...not on my PC today so no way to test, so apologies if this is a straightforward answer.
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