PCVR/Link Development
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Anybody else receiving this error? It just started happening to me yesterday and I didn't download or install any new programs. However when I checked Control Panel it said that my oculus was installed yesterday also.. Which I'm assuming was an update?Before I uninstall/reinstall the oculus (again), did anybody have any experience dealing with this issue? If so, any suggestions? I am am running on a beast Alienware Aurora R5 desktop, i7, 16GB Mem, 256GB ssd, 2tb hd. With my oculus directed towards my D driveThank you in advance .-chris
Hello,we are currently preparing our game for Launch in the Oculus Store. We develop in Unity 5.4 with the Oculus Utilities package. One thing is confusing us a little:Is the Platform SDK required/mandatory for our game to be in the store?Our game seems to run fine as it is now but we are confused that we have no way to set our AppId. We've read that within the Platform SDK there are ways to set the app ID.So is it mandatory to integrate the Platform SDK? Thank you very much!
Hi, I'm working on a project wich will be displayed on a brazillian museum ( http://www.dinosdobrasil.com.br/index-en.html ), where there will be groups of about 25 people, and it is somewhat hard to dismiss the warning and most of them will not understand it since it doesn't yet have a portuguese language version,and at least for now this experience won't be distributed via the oculus store. I would like to know if there is some option for me to solve this.Thanks.
https://developer3.oculus.com/documentation/pcsdk/latest/concepts/dg-hud/ says:Compositor Frame-rateThe rate of the final composition; this is independent of the client application rendering rate. Because the compositor is always locked to V-Sync, this value will never exceed the native HMD refresh rate. But, if the compositor fails to finish new frames on time, it can drop below the native refresh rate.The native engine I'm working on calls `ovr_submitFrame` from the render thread, and is currently designed such that the next frames work (sim + render prep + submit) starts only after `present` is called on the render thread. GPUView tells me that `libOVR*.dll` waits on a sync object, resulting in the CPU doing literally nothing during a 3-4 ms period.This happens every frame (App CPU frame time is generally 5-7 ms, App GPU frame time is 10-13 ms), and results in bubbles in the GPU Queue at the start of the next frame.When the render thread does resume execution, the stack in GPUV
Hello,I was using an old v0.8 SDK and I decided to apply the newest SDK. I have encountered many errors and crushed most of them, but one last issue bothers me to run my application. When I try to compile LibOVRKernel project on VS2013, it says it cannot find OVR_ThreadCommandQueue.cpp and .hfiles. As it says, I couldn't find them from the downloaded SDK directory. They should be in LibOVRKernel\Src\Kernel, but they aren't. I also tried to remove them from the Solution Explorer and got new errors such as error C2039: 'thread' : is not a member of 'std' (..\..\..\Src\Util\Util_LongPollThread.cpp)for some codes, for instance, std::unique_ptr<std::thread> WatchdogThreadHandle;In the meantime, VS generates another errors regarding a class named _Pad defined in xthread.1>C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\include\thr/xthread(172): error C4265: 'std::_Pad' : class has virtual functions, b
Does anyone know how to implement the "ovrp_SetTrackingPositionEnabled" method found in the Unity "OVRPlugin.dll" using the C++ "Oculus SDK for Windows"?This is to experiment with other tracking solutions. So I don't want or need the OVR camera. In short how do I disable the camera's positional tracking system in the Windows SDK like I can in Unity's plugin?
Bonjour ..jai une question pour vous ......jai commande oculus touch et je me demande si elle sont compatible avec mon casque dk2 .. car jai lu que les touch se connectait sur les Oculus Rift Earphones ?? jeanl755 Message(s) : 3Inscription : 14 Octobre 2016, 22:58
I am wondering if it is possible to create applications using SDK 0.5.0.1 while using runtime 1.3.2 ?
I've included all the header files within the include folder of the SDK so I am wondering why it is still giving me the error 'ovrHmd_detect' identifier not found. It gives the same error for all the other ovrHmd objects such as 'hmd', 'ovrHmd', 'ovrHmd_create'. Is there something else I need to include?I am trying to follow along the book Oculus in Action - this code is provided on page 35, but where the author used #include <OVR.h> I included all the files I could find (was not able to find OVR.h).I think that it is perhaps the textbook that is using an older version of the SDK. As this syntax resembles that of the Charles Writes Hello World tutorial for oculus when he was using the 0.5.0 SDK. Charles Writes new tutorial using the 1.3.2 SDK has a syntax that looks quite different. I was able to follow and run the 1.3.2 SDK Charles Writes tutorial with no problem. If it is the SDK that is out of date, then the example code provided by the book (Oculus in Action) seems to be
Regarding the 250M+ announced at Connect last month. Is there a formal submission? Or should we just work with our Account Manager?
Hello,Has anyone had any success editing the metadata of 360 renders disploayed in the Oculus 360 Photos app? Exif data doesn't do anything. Googling around shows sporadic mentions of external .json metadata but nothing definite.Seems very strange to keep that "Unspecified Author" image up when there is no way to edit it.Does anyone know what's going on with this?
Hey guys.I do not know if this is a question for Valve or for you guys. But the OpenVR/SteamVR integration is not 100%.The haptic feedback is not working. The device is reported as vr_controller_vive_1_5 and therefore SteamVR_RenderModel returns the Vive models instead of touch models.The Touch release is in just 2 weeks and we really want to fully support the Rift when you go liveOur game: http://store.steampowered.com/app/517020
Hello,i recently have a mesage saying oculus needs a update. update goes well until it says restart oculus app. when i reenter the app, it says update failed. this repeats over several pc reboots and oculus app restarts. help pls?
Are there any standalone runtime installers? I need them for testing purposes.
We're noticing that the content in the Rfit CV1 is more saturated than what we see on sRGB Displays. Is the panel an Adobe RGB or P3 display? That would help us in authoring our content.It also begs the question, what would be the proper workflow if we have to send sRGB textures to the panel?
Hi everyone,I was wondering how people are dealing with players being able to lean through objects/walls & their colliders in Unity?Any help, suggestions or code snippets would be highly appreciated.
Hello,Does anyone know RIFT including Eye Tracking Technology?According to this article Eye Tracking only supports SDK 2 only.http://www.smivision.com/en/gaze-and-eye-tracking-systems/products/eye-tracking-oculus-rift.html
Can anyone help?I have 360 video running in VR using AVPro. I have a UI icon overlaid on the video to enable the user to exit. With 2D video the UI looks fine. With 3D SBS video the icon appears to double until you force your focus on it and then the video seems to double. Is there something I need to be doing with the icon to make it in focus when overlaying on 3D video?
I've had the ODK1 for a few years, and have just now started implementing it in a project. It's a Quake 3 Arena based project, based in C. I have SDK .8 and the runtime set up, with the demos working, but I'm not entirely sure what I need to do from here, or what I need to actually put INTO the Q3A source code to get the angles to transfer to what's called ps_viewangles in the idtech3 engine.Any protips, or resources that'll help me get started?
The last project I've done was for the DK2 using SDK v0.8. Now I need to provide a updated copy of my program for someone who owns a CV1 and things seem quite different now. Our work computers only have access to the internet under linux so there is that. After much discussion with the IT department and setting up the necessary ports I went on to download the oculus home while migrating my program from sdk v0.8 to 1.9. Once all was done I proceeded launching the oculus app but did not manage to get past the login prompt ... probably due to network restrictions again ... I'm really starting to get frustrated here, do I need to be connected to the internet to develop my stuff now?Is there some hidden developer option to get as close as possible to the "old way" of testing things. I.e select "debug DK2/CV1" in your runtime, launch program, done?
Recently, I logged out of my normal Oculus home account and into another in order to test entitlement checks. After logging out and back into my normal account, I found that my touch controllers were no longer tracking position, only rotation. I tried replacing batteries, forgetting the devices, and resetting sensor tracking, but when I got to the screen where I was asked to hold my touch controller at eye level and press the trigger, I would get the error "we couldn't save your position." I have 3 sensors arrayed around me, and the same configuration got past this stage fine in previous setup attempts. The only warning I saw on any of my devices was a recommendation to update my USB drivers; having now done so, they're all green and show no warnings. Neither restarting Oculus from the beta menu or restarting the computer helped. Is there a known issue with switching accounts? Any suggestions on fixing my calibration setup? Here's my conf
We're showing at a conference with a borrowed onsite computer, and there's no guarantee that we'll have an internet connection (possibly no wifi card, no internet, and no 3g). It would be good to have everything we need ready on a usb key, but as far as I can tell I'll need an internet connection to install Oculus drivers.Anyone have a workaround or a standalone runtime from the last couple months?
Hi, I'm about to get a laptop to both demo and develop VR content. As a general rule I can see that maxing out most specs will make sense- the big thing I'm trying to decide though is whether to get a system with one or two GeForce GTX 1080 graphics cards. I want it to work well right now but also be somewhat futureproof- it would cost more and I'm willing to make the investment if it will lead to a substantial gain but not if it won't. Any advice much appreciated.
Kind of new here. I've developed for the GearVR before and I'm still getting used to C# and VR in general. I've been reading through the OVRInput manual here: http://static.oculus.com/documentation/pdfs/game-engines/latest/unity.pdf Seems kind of complicated and without any Touch controllers of my own, it's gonna be pretty difficult for me to get a real feeling of what I'm doing.I was just wondering if anyone knew of a free project which showed off examples of Oculus Touch in use for Unity?
Hi everyone,We are in the process of porting a Vive title to the Rift and are experiencing difficulty with one of our scenes which is very dark and high contrast (mostly black). There is a lot of extreme banding and a reddish brown tint in the lower color ranges that strongly clashes with the color palette of the scene. The dark color ranges seem unnaturally bright both in comparison to black and the brighter areas of the scene. Finally, there is quite a bit of color "popping" as lights and emissive objects slowly fade from black to non-black.In researching this, I've seen a lot of discussion among consumers about this issue, which seems to be a side effect of low persistence mode. However it's unclear what is the proper approach to take as a developer -- is this an issue that affects every Rift (all of our internal Rifts have the same issue) or is it less widespread? Should we leave the color as is (what looks correct on our PC monitors and the Vive headset), or should we try to rebal
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