PCVR/Link Development
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Hi, Hoping someone can confirm this for me. Is there a list of confirmed terminology for the Touch buttons? There is some confusion in the studio at the moment on the correct wording for the two trigger buttons. Are they both referred as triggers, or is it Trigger and Grip? I'm pretty sure i've seen both in documentation, but now cant find the latest documentation to confirm this.
Hi,I am running some tests and getting inconsistent numbers with values returned from ovr_GetRenderDesc vs ovr_GetFovTextureSize. So for the default parameters, these are the following values returned: Fov Tan Up: 0.889498, Down 1.110925, Left 0.964926, Right 0.715264 Fov Angles Up: 41.653038, Down 48.008022, Left 43.977371, Right 35.574772 Texture Size w: 1332, h 1586ovr_GetRenderDesc then returns PixelsPerTanAngleAtCenter value of (792.760132, 792.760254). So given that PixelsPerTanAngleAtCenter is for a FOV of 45/45 based on the comments, the texture size for the values above should be (792.760132 * (43.977371 + 35.574772) / 45, 792.760254 * (41.653038 + 48.008022) / 45) = (1401, 1580) instead of (1332, 1586). Any idea why this is the case? As a test, I tried (fov_tan_left + fov_tan_right) * PixelsPerTanAngleAtCenter, so (0.964926+0.715264) * 792.760132 and that does equate to 1332, which if that is the equation, it d
Hello guys! I am fairly new to OpenGL and Oculus VR. I am trying to build a cubemap for the rift. I already have a program running in OpenGL in C++ but I don't understand how to render the cubemap into the oculus rift. I took a look at the tiny room gl program given by the sdk but I don't entirely understand how the rendering happens. Has anyone done a tutorial or a project where you focus on practicing just the rendering? Can anyone help me understand how to display something into the oculus?
I'm a lecturer and grad student at a California state university. For my master's project, I'm creating an open VR curriculum that will be taught along side our computer graphics courses.I was told by Oculus Support that I could request development hardware through the developer dashboard, but it's asking me to create an organization. Is there any way to do this as an independent developer? My university is understandably not jumping at the opportunity to be legally bound by an NDA.My project is going to be an open curriculum; I'm going to post it online so other universities can use it if they want.Thanks
HiI'm having this situation that I want to active my VR application once I boot my computer.(by using auto activation tool in Windows 10)but it sometimes does not enter my application, instead it stuck at lobby.I'll have to reboot or reopen my application which cause me some problemis there anyway to prevent this?also, I'm using Unity to make my application, so if there's anyway I can detect if Unity is running with Oculus that will do it as well!!(If Unity is not detecting Oculus, then force it to call Oculus again etc)
Hi!We have our achievements sorted out in English, but for an international release, we would like them to be localized for various territories (such as EFIGS). How does one go about doing that? I can't find an option to enter the text in other languages, or even to define which languages the game will support.
Unity made some changes internally to the Camera viewport rects to fix viewport issues in VR. With this change, the Screen.width and height no longer represent the resolution of the HMD. Screen represents the game view and the HMD resolution is now represented by VRSettings.eyeTextureWidth and VRSettings.eyeTextureHeight. So if you raycast using the Game View's width and height, the ray will be incorrect for VR cameras unless your Game view resolution is the same as the HMD.I'm sure this would be very difficult to troubleshoot and not to mention all the Oculus samples will be broken.
Hi all ! Currently I'm working on a Unity3d application for the CV1. When running the build without moving the CV1, the application freezes after 10 minutes every time. If there's only one computer running this program on its own there's no problem, because when you put on the CV1 it automatically continues where it was paused. The actual problem is when 2 computers are running at the same time through networking:When one of both computers are in this freeze mode, the other one can't continue to another scene, because they need to wait for each other before going to the next scene.Is there a way to solve this?The only way to get this going at the moment is by moving both CV1's so they can go on for another 10 minutes. But I want to get this annoying freeze completely removed, so that they both can run for example all day long. Anyone got a possible solution/fix ? Thanks in advance ! Greg
Hi Community!I'm in the approved but "keys-only" situation, you know, everything is OK, but... not published, as many of you for sure. I asked to the support team, and they told me that they didn't see any user adoption or gameplay time metrics good enough to think about publishing it... come on! of course they don't see that, as I haven't given away any single key and it's not published anywhere!So... I need users to be published, but it needs to be published to get users... great. So the question is...Where can I get users/betatesters? I'm willing to give keys for free, of course. Do you want one? :)Thanks!Jorge.
We have a ready game that runs on the Vive. We want to also provide it to the Occulus Store, but are unsure about the rules. Can we have a game on this store, if the game's multiplayer component depends on steam/steamvr running in the background?
I couldn`t find anything related to this here, even though I thought, this might be a major problem. Well, I want to develop an app using Unity 3D, motion capturing(OptiTrack - Motive) and the CV1. I want to disable the CV1 sensor and use the mocap system for everything. Unfortunately the app won`t start until the sensor is found. Is there any way to disable that requirement?Edit: I know I can just "Press ok => Select activities => Run the app" but I`m looking for a permanent solution via code.
Hi guys,I'll be starting my research on the rift soon but I need some advice.Does anybody have experience with screen calibration of a rift CV1? I'm talking about automatic accurate calibration using a spectrophotometer, not just visual calibration. I could write such a script myself in matlab I think, however I've heard you can't treat the CV1 like a regular screen because you have to run runtime? My rift didn't arrive yet, you see... In that case, I'm not sure how to stream colors from matlab to the Rift. If anyone has any advice, much appreciated! Something very related: hopefully I'll be able to calibrate and characterize the rift's screen. If I succeed, I'd like to use the gained information for applying some tone mapping to the image's I'll stream to the machine. Is this easily implemented or not? Anyone any experience? Thanks!
Hi,I am developping a party system using the ovr_Room api. I worked well previously with the same code on my side, I supect an issue on Oculus servers or an incompatibility due to a silent update.When one user accepts one invitation to join a room, the other persons in the room (owner included) do no receive anymore any room update notification.I am using Oculus Platform SDK 1.8 on Unity 5.4.1p2.I register to room updates using:Oculus.Platform.Rooms.SetUpdateNotificationCallback(OnRoomUpdated);Thanks,Yvan
Good morningI have submitted a ticket for this but know that some very clever people frequent these boards and was hoping you might be able to help?The rift just stopped working! It literally just wont turn on. Nothing changed as far as I can tell, it just doesn't work anymore. I uninstalled everything and cleared out all oculus folders before reinstalling. It then took me through the process but jumps straight to putting on my rift which then does nothing.The orange light is on but the screen stays blank when you wear it.I tried updating the graphics card drivers , reinstalling, removing the wire from the headset and reattaching, rebooting, removing windows updates and voodoo chanting - nothing works!When the rift is connected the monitor flickers, like it is connecting / disconnecting, but the headset is not visible in the device manager - only the sensor. Trying different USB ports does nothing either. I don't think the issue is the pc as the VIVE is still working fine.Any ideas ?sp
Hey all I am getting Terrible texture Glitchs in ATS in my CV1, for example when in the Driving seat if I look at a vent its got what I can best describe on the edges of everything white jagged patch's that are there in such away its almost like its flickering but the Frame rate is Solid and this flicker is on small details and on all distance details like suspended electrical cables Fences and text edge of buildings and cars. its rather off putting. Any ideas anybody else experience this. I have anti aliasing set to max System specsi7 3820K @ 4.7ghz16GB's RamGTX980Ti
Hi,A heads up to any developers interested in working with some inertia based motion capture gloves, there's some up for grabs here: https://synertial.com/about/news/synertial-giveaway/Best of luck!
Hello everyone, for a research paradigm, we are giving our participants a DK2 HMD. We want them to be immersed in the experiment, hence the HMD. Because we have the Camera OBJ drive a preconfigured path, we do not want them to be able to look around. After lots of try and error, we figured that calling OVRDevice.ResetDisplay in Update() helps, but only "disables" the movement for one axis, but we need it for all three.Is that the intended behaviour or is it possible that the path-generator iTween interferes?Could it help calling ResetPose on OVRPlayercontroller?Any help greatly appreciated.Thanks/seb
I was wondering if there was a way to get support for submissions. We had QA send our submission back with a couple issues that we can't reproduce, and we've emailed Submissions@oculus.com a few times to try to get better reproduction steps. However, we haven't received a response to any of the emails, so I wanted to see if there was a different preferred way to get support for our title.Has anyone else had success contacting submissions?
How can I check is Oculus Runtime installed and version without using Oculus SDK? Registry keys or something else?
Hello, I am developing a simple application in which some data and images gets downloaded from server and gets stored in local storage. Now there are 2 issues - 1) When I start my application for the very first time it runs fine, it do not gets any file from local storage so downloads it from threads. Now when I start the application the second time it gets crashed. If I delete the data from Applications it runs again.2) After successful run of the application I am on my main scene. Now when I go to another scene and comes back to the main scene it crashes giving a "memory violation" error in logs.I thought that its a Read permission issue so I added those permissions in my manifest and checked if its getting merged in the google project. But then also its happening.Please help as i am under deadlines and literally stuck because of this.
Hi,I've updated my app "Space Balls VR", and now it's fully integrated with Oculus Platform and Oculus Home. In the "build tests results" I can see it has passed the human review "Image test" OK, but I know there are more tests that are not there... Why?* Do I have to do anything else to publish the app in Oculus Home? Just wait? submit again?* When are the other tests executed? why I can't see them?I'm trying to publish to early access by the way.This is the submission build test result:Please, I need some advice, what's wrong in my case? Thanks,Jorge.
Hello everyone, for an experiment we would like to grab a a screenshot from the rift (i.e what the Unity camera renders to it) and display it immediately for about a second. We tried the following code: Camera camOV = mainCam; //OVRPlugin OVRController camOV.targetTexture = tex; // A public RenderTexture RenderTexture currentRT = RenderTexture.active; RenderTexture.active = camOV.targetTexture; camOV.Render(); Texture2D imageOverview = new Texture2D (camOV.targetTexture.width, camOV.targetTexture.height, TextureFormat.RGB24, false); imageOverview.ReadPixels (new Rect (0, 0, camOV.targetTexture.width, camOV.targetTexture.height), 0, 0); imageOverview.Apply (); yield return new WaitForSeconds (2); //RenderTexture.active = currentRT; camOV.targetTexture = RenderTexture.active;However, this results in a certain flicker for 2 seconds (although it looks fine in the editor). How else can we achieve this? Thanks in advance/Seb
What's up folks!I'm a PhD student researching human perception of light and colours (yes I'm aware of the research call :) ). I'm looking to investigate the perception of these aspects when viewed with an HMD (more specifically the Rift CV1). I have some experience with rendering, however I have no experience with game/VR engines. I'd like to use an engine that is capable of rendering as realistic as possible (HDR, PBR, spectral) but it seems to me this is simply too slow to use in VR. So my question is threefold:1) Which engine yields the most realistic images? Hardware is not really an issue here (university fuuunds). 2) Most likely the results of the engine from Q1 won't cut it, so I'm thinking of rendering photorealistic spherical renders and viewing them with a Rift (no parallax I know). Ideally, I could walk around in a scene with the engine from Q1 and, with a press of a button, render such a sphere (with an external renderer such as Octane) and view it when ready (hopefull
I'm trying to render a still Image (later a Video) with "Cinema 4D" (a 3D modeling, animation and rendering application).At that early point I will use the OR just as a viewer, I will later enter into programming.Please correct me if I got it wrong, here is my plan:The OR has a native Resolution of 1280x800, so I part the Image into a left and right Part of each 640x800.I place a Camera in the Scene and render the left Image, then I copy that Camera and move it parallel 3 inches to the right and render the right Image.Glued together and on fullscreen, there it is, but the 3D is wrong.(I read the SDK Doc but till I get the Math it will take a long time... but I will.)What Camera Setting does it need ?Field of View Horizontal,Field of View Vertical,Projection (Perspective/Parallel),Focal Length ?Did I miss an important Setting ?
Hi,Like the title says, your install is broken.I need the 1.9 runtime ASAP to make a UE4 build that has the oculus plugin enabled. https://developer.oculusvr.com/?action=dlis offline too.#ifndef RANT#define RANTIt also says it needs to be online for 30-60 mins .... *smh* what on earth are you planning? For a driver ? This is breaking things on another level.Is this how you guys spend that facebook money ?Put a driver install on dropbox ffs. Or just let me force enable the plugin in UE4.#endifSander
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