PCVR/Link Development
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Ok this may seem a bit "unusual" question but, I am working on a title currenty on work for PSVR ( PS4 ) and currently having it working as well on PC / CV1, all in house propietary engine so "all coded by hand".Now they story goes as simply as "colours don't quite look the same", in essence what you see on CV1 ( compared to the PSVR side of things ) is quite a bit "darker" now the hues seems to be "mostly correct" but it's literally maybe a matter of brightness/gamma/dynamic (???) .. Try as I may I cannot find any "simple way" to make things look "as similar as possible", if instead of using SRGB for textures I use a LINEAR space everything looks yes quite much brighter ( now even a bit "too much" ) but you get lot of "match banding" as well.True I saw a certain "difference" between SDK 1.6 and the latest one SDK 1.8 that I applied yesterday but still "not that perfect".Now the questions are - is there any parameter(s)/something that maybe could be touch in the "compositor" to adjust
I'm trying to use the Check Submission tool, using a .zip instead of an .apk (because is a PC application) but it keep saying "does not appear to be a valid APK" "Dump failed because no AndroidManifest.xml found". So I'm a bit confused. Is needed androidmanifest.xml for a PC build?
Can we the get the oculus home package in china? The china internet has wall which is used to forbidden the foreign websites.So i have to use VPN to download oculus home. The VPN is unstable, when it disconnect to oculus, i have to download oculus home again, which is almost killing me. So if oculus cares about china customers. You need to fix this problem. Let me can download the oculus home at the breakpoint. Please help me. I have 20 oculus rift CV1, and now only 1 can work ,the others can not work because i can't download oculus home. If i can copy the home and paste in other PC, it is also a good solution. Waitting for your answers.
I've tested several app. like Lucky's tale or Invasion.But I was not able to trigger the Oculus Home menu from the game with an XBoxOne controller.Is that normal ?How is triggered theses Oculus Home/Universal menus ?Obviously I want to be compliant with submission requirements on, Quit or Recenter.But I just can't test that...Thanks
I want to conduct human movement experiments in a virtual reality environment using Occulus Rift. A test subject moves around the room, and the movements of his individual body segments are tracked by a motion detection system (much like is done in movies like the Matrix). I now want to create an avatar in the VR environment that moves just like the test subject is moving, so that when the subject looks around in VR, he sees his body and limbs moving as he is actually doing.Does anyone have any experience doing this? I'd like know if there are real obstacles to doing this in the Occulus VR environment, and get an idea of how easy it will be to program this using the Occulus Unity application. If some other application is better for this please let me know.Thanks so much
So just recently I've had this weird blue outline appear around the edge of each eye view for no obvious reason. Its not always there and seems to move and depending on the orientation of the headset. It also appears more prominently in the mirror view generated on the desktop. I cant figure out where it came from or why its there as I haven't really changed much since it was working without it. certainly nothing within the oculus API. Was something changed?
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 .h files. 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, but destructor is not vir
Hello,I have some problem with using Oculus Touch controller.I'm done with installing Oculus Touch controller.But the Oculus Touch controller Tracking doesn't work at all.The Tracking keeps fail in recognition and it keeps spazz out.I've changed the batteries lots of time and I'm using the latest version of Oculus program.I've also reinstalled it several times.But still.. it doesn't work.Has anyone experienced and resolved this kind of problem?Please let me know.
Hello! I am new to the VR and I am trying to venture and create a little project. I was wondering, do I really need to use UE4 or Unity? Or if I have a .exe file that holds a simple triangle can be displayed in the Rift? if not, is there any way on doing this? has anyone attempted it? I hope your prompt response guys! Thank you before hand.
Hi. I would like to launch a video of DiscoveryVR or Dreamdeck or SketchfabVB or ShowdownVRD directly from the desktop of the PC, without passing through the respective menu.. Is it possibile for you? So double-click the icon on the desktop and the video starts...Thank you
Setup Error "Check Connection".... No More Next.
Hi I'm Himi, I've been brainstorming possible ideas that are possible to accomplish in a business sense using Occulus rift.I currently Work at Microsoft Technology Center trying to gain knowledge on the possibilities so feel free to inform or suggest ideas about anything occulus that doesn't involve gaming. Business virtualizationCouple Ideas I had already:-Retail (helping shoppers)-Interior design-Flight simulations
Hi All,I am looking for some inexpensive and good 360 camera to shoo 360 videos and then I can see them with my Oculus CV1 creating VR content.Since I saw the Nikon KeyMission 360 specVideo Format4KMPEG4-AVC/H.2643840 x 2160p / 24 fpsHigh DefinitionMPEG4-AVC/H.2641920 x 1080p / 24 fps1440 x 960p / 25 fps1440 x 960p / 30 fpsFor it, Could say me if the 360 Video recorded with this 360 camera could be played with the CV1?Or if anybody knows a bettter 360 camera option, please let me know. Thanks in advance and sorry for my little english...Alejandro Castan
Oculus PC SDK 1.8.0This release includes performance improvements, memory management fixes, and minor updates.New FeaturesOculus now provides a boundary system. When a user gets too close to the edge of the boundary, translucent boundary markers are displayed in a layer that is superimposed over the game or experience. For more information, see Oculus Guardian System.Added AdaptiveGpuPerformanceScale. The value is calculated as desired_GPU_utilization / current_GPU_utilization. When it is 1.0, the GPU is performing optimally. When this drops below 1.0, consider resolution and other changes to improve frame rate.API ChangesThere are no breaking changes to version 1.8.0.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 trac
Halloich habe die Oculus Rift DK2 gekauft ich bekomme den display nicht zum laufen ?meine Grafikkarte erkennt die Brille nach der Installation nicht mehr ? was können wir da tun es gibt keine aktuelle anleitung dazu ?
My rear sensors are on (I've checked using my webcam IR). When I turn 180 degrees in Elite Dangerous the display lightens to show that the rear IR lights are not being picked up by the sensor in front of me. What should I do ?
I see that using the system resources or setting the flag for them gives an incompatibility message. But using the library from the SDK has no (apparent) serial port support. Is there is simple solution to this? I would like to emit a signal on a periodic basis indicating some states from the game to an external device.
Not that I'm particularly fond of either of the candidates, but thinking that some of the hard earned cash I bought the Rift with went on to support the bigotry, racism and basically everything that is wrong with the world today makes me incredibly sad and disappointed. There were times Palmer, when I thought that behind that behind that geek was a great and enlightened person, but you will have to do a lot better than this if you wish to leave a mark as one of brilliant minds of our generation. I know you're young so there is still hope. I just hope that you won't be an old person when you realize that not being socially responsible with the power that you have just makes you a very lonely person along with all those millions on your bank account. Meanwhile I can't really see myself buying CV2. I'd love to, but I just can't.. You have crossed the line. If the world really goes in the direction you want it to go, we will all need VR... badly, to escape it. Was that the plan?
Hi everyone,i was recently experimenting with 2 sensor setup and found something like a bug. With a setup exactly like below image, you can see there are space in the play area covered by only one sensor. Now imagine a scenario where a player goes from bottom to top.Player starts at the bottom facing up, visible only to sensor 1, everything works.Player goes up, enters area visible by both sensors, everything worksWhen players leaves area covered by sensor one, tracking is lost. But the Rift backplate is perfectly visible to sensor 2.When player turns around tracking is reestablished.Same issue can be reproduces when player goes from top to bottom. I know that multi sensor setup are somewhat gray area as of now, but this setup is somewhat similar to recommended setup. I was able to reproduce this 100% times... so it might be a possible bug. Oh, and if there is a workaround around this, it would be nice to know.-ENiKS
I just wanted to know if there was a way to apply for development Oculus Touch.
If you build a project using Oculus Utilities for Unity 5, convert the CenterEyeAnchor to a SteamVR camera, and set the Virtual Reality SDK to OpenVR, the project will run inside the Editor on Vive. If you build the project, it will throw a 'DllNotFoundException OculusPlugin. I built the same project and sent it to CV1 and I did not encounter this error. Is this a result of the compatibility check that Oculus Home is doing to prevent Vive from running Oculus titles, or is this some sort of file path error and it's just not finding the .dll?
With the release of OVR SDK v1.8, changes were made to our OVR compositor shaders to better represent the darkest color levels provided by the VR app’s eye textures on the Rift display. Overall, this should greatly improve the appearance of dark scenes displayed on the Rift providing deeper and more accurate dark levels than before. For the majority of content, this should be a transparent change, however developers relying on presenting their art content using these dark levels may wish to check that this change does not adversely affect their intended look for a scene. If the developer feels that the dark levels are deeper than they had anticipated, we recommend the color levels going into the eye targets are clamped on the dark end or tone mapped with a slightly higher tone to avoid utilizing those levels. All in all, we believe that customers and developers alike will appreciate these improvements, however we acknowledge that this may inconvenience artists of shipped cont
So I have the need for an application where you start the application on the desktop, select a few options, then you view the selected options in Oculus Rift CV1. However it seems that due to the way Unity's Oculus Rift VR support works, if the headset is not on the person's head at application start up, the application will freeze until the headset is on. Except the application needs to have certain selections made on the desktop screen.Is there a way to change this so it starts up and then migrates properly to Oculus Rift display?
Hello,One of our testers reported getting this error (OVR61431043) when trying to install our app from the Oculus Store. It was successfully installed by many others. We have two questions:1) any idea what went wrong?2) is there documentation available for these error codes so we don't have to bug you next time? :)Thanks!Vicki
We submitted an application for the Oculus Store and the application is declined over an error during the installation process. The Error reads: "We could not install or load the file you have submitted. Your file crashed at load. Please re-submit with an updated version of the file for our team to review with. App fails to launch -- The post-install folder has an installer instead of a launch file"The file we submitted / uploaded is a zip file that contains an msi file. The final executable is installed in a ..\bin folder within the program folder in program files.We tried contacting Oculus to get more information about the error but did not get response - so, trying this forum. Has anyone has experienced the same issue or know about specific rules Oculus imposes on the install process?
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