PCVR/Link Development
Recently active
Hi,I'm on a GTX 970 and getting latencies around 24-30 ms according to the debug tool. Seems a bit much to me... I was expecting <20 ms.
I've got an alpha channel build and I've added some of my colleagues to it, but it only shows as unavailable without explanation when they try to install it from the preview builds section in the Oculus store app. Both have the "unknown sources" switch enabled. Is there any way to debug this? I can install it myself no problem, and I don't even have a headset attached on my machine.
Hi,I noticed the 1.9 runtime is currently being rolled out. Any word on the 1.9 SDK release date? Curious to play around with the OculusTRCValidator announced at OC3.Thanks!Vicki
I'm making a multiplayer Unity game using Photon Unity Network to handle the multiplayer. I can re-create this issue by making a Room with one player (P1) (their camera loads into position and rotation correctly, even if they load in off kilter). Then a 2nd player joins the Room (P2), but they load in with their Rift pointing at an odd angle (physically pointing the HMD off center or even sideways) (not straight forward and level). Their "center" for their camera will be that off kilter view instead of a level view. I have no idea why this is.(I'm able to re-create this on my own computer starting up 2 versions of my game. And on 2 separate computers loading the game with 2 HMDs.)There is only one OVRManager in the scene (each player loads in their own, but the OVRManager is not networked). The other players only load in the graphics of their player Avatar with their camera disabled so there isn't any conflicts.What I find odd is that if I do this in the Unity editor and I click on the
Oculus PC SDK 1.9.0New FeaturesImproved activity detection for Touch.Improved Asynchronous SpaceWarp. For more information, see Asynchronous SpaceWarp.Improved the Oculus Guardian system.API ChangesThere are no breaking changes to version 1.9.0.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.When Touch controllers wake up from idle, they might move erratically for a couple of seconds before tracking is reestablished.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.
Hi, I have a problem to develop unity game.i use a unity version 5.4.1f1 and Oculus DK2 (Runtime 1.3.0)when i play in unity scene view, i can use a oculus view.but, after a build oculus is not working.how can i solve this problem??
So while porting our HTC Vive VR game to Oculus we noticedin unity if the camera rig follows an enemy severe jitter and shaking can beseen on the hand and controller models that are in the scene. This is a non-issue with showing motioncontrollers in unity for the vive during camera movement. Any ideas because on the surface this soundslike a bad implementation from Oculus on touch controller tracking on thecamera rig prefab?
Hi,I use my own Ogre/OpenGL based engine to render for the Rift. Like the example on the SDK, I decided for simplicity to use a shared texture to render both of my eye-camera views.I never put a lot of thoughts on this(because it's basically invisible from the inside of the Rift) but I want you to look at theses images and tell me what you think : This is just a (badly :wink: ) grass textured plane, with a "blue sky" clear color on the viewports, the 1st image is a copy of the mirror texture returned by the SDK, the 2nd is the content of the texture sent to the SDK with a 16:9 ratio (that doesn't fit well on the window, hence the 2 left and right side. It's just to visualize what's happening here) On the VR distorted image (1st one), if you look at the center division between the eyes, you can clearly see a small blue line on the right eye from the sky of the left eye, and a slight green line on the left from the right.This started to bother me a little. I think I read about that like
Hi,We are a 3D ArchViz company and we are currently using Macpros 2008 withXeon CPU E5462. We bought a Rift but the CPU is not compatible with the minimum requirement.The OS is Windows 7 with a Nvidia GTX980We have the opportunity to get a couple of MacPros 5.1 2012 with E5690 XEON cpus. Way faster than ours..We were wondering if those CPU were OK to run the Rift ? Very little infos are available around..Thanks a lot for any helps..QUICKIT
Not sure if this is the right places for Bugs, but anyhow:Since DK2 the tracking has changed and now i got this two Bugs:- If CV1 CAM is mounted on a motion rig and roll angles exeed 10°, the Cam looses tracking every few seconds (vertical/horizontal offset flickers).- CV1 can´t be setup with relative tracking (mounting sensor on moving part of rig), because roll, yaw and pitch vectors are tracked by the HMD only.- A workaround like disable/config the internal sensors is not possible in CV1 SDK All things as far as i know. Any hints, clues, solutions?
Hi all,I'm fairly new to Oculus and have been trawling the internet the past couple of days to try and find a solution but haven't found anything yet that helps. I apologize if this has already been answered but I can't get the Oculus DK2 to pick as an extended display, launching the Oculus app works fine, using unity works without a hitch, in Unreal the the Oculus isn't picking up with vr preview greyed out and trying to run VR Player as a standalone doesn't pick up which I really need to preview 360's, any demos which aren't via the Oculus app wont go into VR mode, I've tried updating drivers both Amd(work) Nvidia(home) restarting the Oculus service tried the ovrserver and keep getting the message unable to start the breakpad server and can't find the Oculus utility similar to the osx version. Any pointers would be greatly appreciated guys.
Hello guys!I did it before and worked ok, but now, with all changes in the dashboard portal, I just can't upload a new binary to the store channel (for review process). It always get stuck in this step. Sometimes it advances a little more, other times a little less... but never gets to pass that "segmenting files" step :(Is this a bug? a temporary problem?Editing... it didn't give feedback and the web got stucked... but in fact it succeeded, the binary was uploaded. (Is it possible to delete a message here?)Thanks!
Hi there,according to this slide from Oculus Connect 3 it should be possible to enable Asynchronous Space Warp (ASW) on Runtime 1.8, using a registry key:I created a new DWORD-32 value ("1") as there was no further info about that. I had to create the whole structure as there wasn't any "Oculus VR, LLC" key under HKLM (only under HKCU).Then I restarted the Oculus Software from the "Beta"-Tab in the settings. When running any VR app and pressing Numpad1-4 there is still absolutely no effect.I also tried to create a new key (= folder) with name "AswEnabled" giving it the default value of "1". Nothing.What did I do wrong?
Hi!I've downloaded the latest version of the SDK for PC (1.8) and now my application can't initialize Oculus anymore. It fails when running ovr_Initialize with error code -1004. The app works fine if I use the 1.7 SDK. I'm running the Oculus App Version 1.8.0.277202 (1.8.0.285271). What could I be missing?Thanks!
I've last tested my DK2 with runtime 1.2 a while ago, and have used it a lot with runtimes prior to that, with rock solid positional tracking. Recently I've decided to try the Unity samples as well as official stuff like Home, Oculus Video, Henry, Lost and other applications new to me, and encountered a strange issue: from time to time, positional tracking instantly jumps to a new position, sometimes leaving the origin up to two meters behind - for example, in the Oculus Video Moon Theater scene, I was moved outside scene bounds to the left of the chair. Usually the distance of the shifts is smaller, around 10-40cm. They never happen smoothly (one frame you have a correct position, next frame you have a completely different one), and the shifts seem to put the origin point to a new place. Depending on the application, this has different consequences - in Henry, Lost, Dreamdeck and Home you never leave the center of the scene for more than a few frames (maybe they reset your position if
We updated the hardware terms with all the official names for the buttons and parts of the Touch controllers.
Hi. The new Oculus Rift has built in headphones for a personal audio experience. Is there a Setting on the PC that allows the audio to "also" be played through the external speakers? OR "just" the external speakers?Any option is OK as I want this function for demonstration purposes. Thank you.
como puedo agregar un amigo
In Dragon Front Beta, It just says Purchase failed every time I try to purchase anything
Hi there, did anybody already succeed in implementing a generic motion cancellation solution for motion simulators for the CV1, such that games are transparently supported?
They deserve much praise, if so ..as Steamvr hasn't figured it out yet.
Hi all,I've had an older set of Touch controllers paired for some time, we received some new sets to I swapped to one of those. I removed the old device via "Forget Device", in the settings, paired the new ones. Everything fine.However today someone has come to use the old set, the second they turn them on, my PC recognises them and pairs, giving me 4 Touch controllers paired. I tried swapping back to the old set, forgetting the new ones, sadly they also appear the second they're powered up. I went as far as completely uninstalling/reinstalling the Oculus software, without any pairing required it immediately spotted my 4 Touch controllers.Is there any reliable way I can forget these permanently?
Rift CV1 headset arrived today. I set it up using the standard process, games work, etc. Now trying to get development environment working.I Downloaded Oculus PC SDK for Windows 1.4.0, unzipped, open samples, trying to run OculusRoomTiny (GL) I get error message "failed to initialize LibOVR". Similar error with OculusWorldDemoAny suggestions? Have googled extensively, no luck so far...- Visual Studio 2015 Community Edition, v14.0.25123.00 Update 2- Windows 10 SDK version 10.0.10586.0- Oculus Home is running
I accidently checked my quesion as an answered, but it is not. (And I cannot undo this!)I still have problem with Debug in Visual Studio. (error -3003, fffff447 on function ovrInitializePtr(&params) )How to debug it?(link to previous, partially solved question:https://forums.oculus.com/developer/discussion/43469/ovr-initializeptr-params-returns-3003#latest)
I am developer and I need to use DK1. Version of SDK is 0.8.0.?. I use Oculus World Demo. Sometimes app works fine, but only first time I start it. Reboot - start program - it works, start it again - it doesn't work.I've tried to start/stop/restart the service and process OVRServer_x64. Switching off and switching on once helped me: when I disconned miniusb, switched off the box by pressing on real button on it, and disconnected the "power-wire". I can not repeat this success. It gives me error "ovr_Initialize failure. fffff447 --" with message "10/04/16 10:35:09: 10/04/16 10:35:09: [CAPI] LibOVR module is located at C:\Windows\system32\LibOVRRT64_0_8.dll" during debug in VS13.It gives me error "Unable to initialize rendering 0 --"with message "10/04/16 10:53:13: 10/04/16 10:53:13: [CAPI] LibOVR module is located at C:\Windows\system32\LibOVRRT64_0_8.dll10/04/16 10:53:13: 10/04/16 10:53:13: [IPC] Call Stats for SetInitialState : x1: C2S=19.2431, S2C=4.16934,
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.