PCVR/Link Development
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Oculus home stoped to see oculus touch controllers.Plus i dont have add controller in the device menu.Tryed every thing i could.Reinstall oculus home few times, Check battery, check them on another pc (they do work there and that guy do have add controller in menu).They typed this:Note: If the Add Left Touch and Add Right Touch options do not appear, please contact Developer Relations.But no link or any other stuff where i should write this.
1. Open oculus store 2. Use 1.8 OculusDebugTool, Debug HMD Type select CV1, than debug window can't displayIt can work on 1.7 runtime, but after this week update, it can't work.Does anyone have any idea on what else I can try?
HI all,I am conducting a study using HMD(e.g. Oculus Rift) and I need to collect the data from my subjects.I understand that I can collect the data by building a Unity Project, and write some C# scripts to read the rotation/position data.However, I do not have enough resources to build a such lovely and plentiful virtual reality world (just like "Henry" or any other app on the Oculus store) by myself. And the unity project I build to record data can't be simultaneously executed with the app on the Oculus store.I was wondering if there is any plugin or tool can make me record the data from HMD when the subjects use the app on the Oculus store? (It's OK to write some programs/modify some tools by myself. But I need some advice to make it clear)PS. I’m not a native speaker.If there is any sentence make you feel confused, please let me know. If I make any mistake in English, please correct me.Thanks !
Hi,Does Oculus have a minimum recommended AMD CPU for testing performance on min spec machines? I know that single-threaded performance is the most important factor, but it's unclear what the "i5-4590 equivalent" would be that we should test against. Or is it sufficient to test only the i5-4590?Thanks!
I'm not sure what's going on. My engine worked flawlessly for a long time. Then all of a sudden it won't initialize the Rift. It fails on ovr_CreateTextureSwapChainDX with -1004 (ovrError_NotInitialized). However, I previously called ovr_Initialize and ovr_Create which both succeeded. I also passed a swap chain structure and device to ovr_CreateTextureSwapChainDX. I'm using DX11. Here's some code to show what I'm passing: texture_swap_chain_desc.Type = ovrTexture_2D;texture_swap_chain_desc.ArraySize = 1;texture_swap_chain_desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;texture_swap_chain_desc.Width = buffer_size.w;texture_swap_chain_desc.Height = buffer_size.h;texture_swap_chain_desc.MipLevels = 1;texture_swap_chain_desc.SampleCount = 1;texture_swap_chain_desc.StaticImage = ovrFalse;texture_swap_chain_desc.MiscFlags = ovrTextureMisc_DX_Typeless;texture_swap_chain_desc.BindFlags = ovrTextureBind_DX_RenderTarget;I've inspected the buffer_size,
please delete - double post due to very slow approval process
Thanks for the guardian system - it sounds great. Of course I am very eager to implement it for the ShadedPath DX12 engine. But some things do not seem to be like is documented on https://developer3.oculus.com/documentation/pcsdk/latest/concepts/dg-guardian-system/ There is no Guardian code sample in SDK/Samples/GuardianSystemDemoI tried to enable the Guardian system in developer mode like described via registry key. I could not see anything anywhere. The guardian system should kick in transparently, right? Applications do not need to draw boundaries themselves? At least that is what I understand from this sentence in your documentation: After the user sets up the boundaries, they will show up in a layer over any application whenever the user gets too closeI do not own touch, but installed 1.8 runtime. I reran the whole setup, but no questions was asked for marking my safe zone. Does this only work when touch controllers are connected?In the engine I could call ovr_RequestBoundary
What physical button does the "ovrButton_RShoulder" and "ovrButton_LShoulder" flags correspond to? I'm playing around with the touch controllers and I'm not seeing these bits ever being set. Are they not a part of the dev kits?
We've got some new assets that we want to update for our store placement. Our app is currently being reviewed by Oculus. If I change my assets, will I have to go through the submission process over again?
Let us have some discussion on how to improve app quality to
Are there still oculus touch dev kits available which are being sent to developers? I know that oculus works on a platform to register for dev kits and this is not finished in this time but other developers have recieved a dev kit. Is there a way to present our projects to gain access to a dev kit?Kind regards
Anyone have the same Problem?My DK2 was working fine until:The DK2 all of a sudden has no Image, only orange LED. The camera is working fine. the Headset is being detected, and i see the mirror Image on my Computer Monitor and head-tracking works ok.I tried direct mode and external mode, changed Drivers and SDK´s, changed the usb and hdmi cable, updated Firmware (again).At the end i formatted the PC and installed all new, still not working, same outcome as before.I took the HDMI plug that goes into the DK2 and plugged it in an external Monitor, here i can see an Image so the HDMI Signal is reaching the DK2 ok.Now the only conclusion is that my DK2 has a faulty Motherboard.Question: if the (note3) Display is broken does that has any influence on the blue LED? is there somekind of checking Routine from the mainboard to determine the state of the Display ?Question 2: where do i get a Mainboard for my DK2?Anyway thanks to all.Hoping to get somekind of answer to help me out.;)
hi guys. I need to build small VR app:1. it should play 360 degree video (4k res)2. it should take opportunity to make photo of visitor who just tried VR experience (we need to make emotional pics of visitors after wathing vr)We want make photo from Canon 550D, there is good soft - sparko cam that emulate Canon550D as webcam in OS.Does anybody can help me? With good bucks bonus from me exactly. Contact me on skype o2style.ru or mail grehanin@gmail.com
The Rift version of Starfighter Arduxim failed its review with the following feedback:The universal menu integration in your functioning as expected. The intended behaviors include:1) pressing Oculus Home button should bring up Universal Menu,2) pressing the Oculus Home button again should return to the app experience,3) re-orientation within Universal Menu should reorient users in the app experience and4) exit to home should bring up a prompt that warns user that he/she is exiting the experience.Fails to reorientI think the last line is the reviewer's comment and the rest is the test they were performing. The game is written in Unity, how do I implement the reorientation as I assumed it would be handled by the Oculus Utilities or runtime.
How do I "apply" for oculus touch. I know oculus is giving them to devs for free. I am a Dev and I would really like them for my game.
Greetings,recently i was working on a project where i needed bigger tracking volume - i tried to use 2 sensors to cover the area, but while runtime detected 2 sensors correctly and showed both as "connected" in green, i couldn't get them to work together (even reset default view screen showed only one sensor). During game it randomly switched sensors, producing a number of glitches.Since Touch (i don't have access to Touch) is with second sensor and there are videos of up to 4 sensors supported my question is if there is a special version of runtime to get multiple sensors to work. And if there is a way to get that runtime.For those interested what the project was it's a little "vertigo" simulator, where you have to reach end of the bridge and jump down, while walking on a real bridge in real world. The real bridge is placed on a set of springs, making it quite unstable and making the feeling more intense.-ENiKS
Inheriting some existing code and various places in the message pump call ovr_FreeMessage(), but there's no documentation on this function that I can find and I'm not sure what conditions require it to be called.
I am working on a UE4.12.5 Win64 project with Oculus SDK 1.8.0.About a month ago I implemented this simple function for determining if an Oculus Remote is connected:bool FOculusRiftHMD::GetOculusRemoteConnected(){ //IOculusRiftPlugin& OculusRiftPlugin = IOculusRiftPlugin::Get(); FOvrSessionShared::AutoSession OvrSession(IOculusRiftPlugin::Get().GetSession()); //UE_CLOG(OVR_DEBUG_LOGGING, LogOcInput, Log, TEXT("SendControllerEvents: OvrSession = %p"), ovrSession(OvrSession)); if (OvrSession && FApp::HasVRFocus()) { ovrInputState OvrInput; //ovrTrackingState OvrTrackingState; ovrResult OvrRes = ovr_GetInputState(OvrSession, ovrControllerType_Remote, &OvrInput); return OVR_SUCCESS(OvrRes); } return false
I've been maintaining a .NET wrapper for the Oculus SDK for quite some time now. It is based on SharpDX and is what I use in Virtual Desktop.I just updated it to the 0.6 SDK and have it available on NuGet here.I've also updated the sample project to get you started.Happy coding!
Folks, I am running Oculus Compatibility test on MSI VR Ready GT73VR Titan Pro-201 17.3" Extreme Gaming Laptop Geforce GTX 1080 I7-6820HK 64GB 1TB SSD + 1TB Windows 10, and the test result says "Your NVDIA GeForce GTX 1080 graphics card doesn't meet our recommended specifications, which is NVDIA GTX 970/AMD 290 equivalent of higher".This is strange. The laptop is supposedly VR Ready. I ran SteamVR performance test on the same & test results were off the charts. Unfortunately I don't have access to Oculus yet, so I cannot test it directly. Does anyone have the same model & experiencing the same issues? Thank you. "
Hello, were trying to use a rift inside a closed motion-simulator. So in short words, the room itself is moving around. Thus with all the gyro and accel sensors the OR thinks the user is moving and the room is standing still, resulting in some really really badass motion sickness after a few seconds.As I heard, there is currently no way of accessing the sensor fusion? Which will render the rift useless. Is there really no one using VR as ist meant to be?
Hello,Some apps i use require the 0.8 sdk to run for the oculus dk1 Im a bit of a noob but i was wondering how to install the software runtime 0.8 for the dk1?When i download the pakkage it there is no install exe to run.If anyone can help me how to install it would be great.Im using windows 8 64 bitThank you.
Hey,i am using the ETW logger to profile my application. and i am having hard time to understand all the events availble.for example, i get a log event: {'Message': 'App EndFrame 1967', 'Task': 'Log', 'Opcode': 'Begin', 'Channel': 'LibOVR/Analytic', 'Level': 'Information'} and a distort event:{'Message': 'Begin distortion rendering for 0 (frame 8874)', 'Task': 'Distort', 'Opcode': 'Begin', 'Channel': 'LibOVR/Analytic', 'Level': 'Information'}How can i relate the distortion and timewarp to the app frame? (they have different counters) i want to know what frame is being distorted, is it the previous one? the latest?ThanksAviel
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