PCVR/Link Development
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Attached here for use, until I manage to upload them somewhere more suitable.
SteamVR includes pretty detailed 3d models of the Vive hardware (wands, lighthouses). It even includes the DK2, DK2 camera and CV1 camera. But no CV1 or Touch. I'm also not sure what the license is if we aren't using SteamVR.Is Oculus planning on releasing accurate 3d models of CV1, Touch and the CV1 camera (and the remote while we're at it)?We have some models that Manny made ages ago, but they don't have CV1 versions.They don't need to be accurate to the point of being used to 3d print alternative cases, but accurate enough for using in VR.If you give me the Touch controllers, I can probably struggle my way through making a 3d model. :) :)
Hey, I'm aware that this question has been asked quite a lot (https://forums.oculus.com/community/discussion/40288/is-it-possible-to-disable-all-tracking, https://forums.oculus.com/community/discussion/comment/242286), but everything i've found has been for Unity, when I'm working with the C++ API (Using CV1, newest SDK). Anyway, I'd ideally like some function (like an ovr_DisableTracking), that i could call on initialization that would stop the Oculus from responding to any gyroscopic, accelerometer, etc, readings. Basically i want to turn the Oculus into a head mounted dumb screen.I've tried a separate thread that calls the ovr_SubmitFrame as frequently as possible, but the occasional frame drop or context switch leads to this making the image occasionally get out of sync with the actual HMD orientation, leading to black bars. Plus I'd prefer to drop an unnecessary thread.The reason i want this is because i want to have a camera mounted directly on the front of the Oculus piping into
Hi, I was wondering how to turn off the position tracking of the oculus to use my mocap system instead. I've already disconnect the tracker, but it look like the runtime is doing some strange things to patch the fact that the poaition isn't tracked by the oculus camera. I use unity to develop my game. Does anyone know how to completely shut down oculus tracker and use another tracking system in unity?
Does anyone know if there are any versions of the OR runtime and SDK that have been built with Visual Studio 2008 (VC9).We are using an engine called Vega Prime but the only samples they provide for the Oculus Rift are based on Visual Studio 2010 and later and our application depends on a 32 bit ActiveX dll which we can't change.Any ideas would be welcome, thanks.
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i'am a vr game developer,when i start my vr game,the oculus client auto started,and if i close the oculus client my game close also.is there a way that i use oculus driver not oculus client to start my game?
Ok, so this one is a bit of mess, but I am out of idea.I was attempting to use a DK2 on a computer which supposedly had already successfully been used to run Unity 4 projects with DK2s. Runtime was indeed already installed, but nothing was showing up on the config utility, nothing was detected. So I tried to reinstall runtime. But I couldn't, due to a LibOVRRT DLL being in use , and blocking the uninstallation of the old runtime. Of course I have no idea what could be using said DLL, but closed pretty much anything I could. I looked for the dll in system32, found 3 with similar names ( LibOVRRT64_0_6, LibOVRRT64_0_7, LibOVRRT64_0_8 ) and looked up if any of them were in use with tasklist. They weren't. So, not finding much in term of people having the same problem, I deleted the old runtime manually, prayed for CCleaner to put the registry in order, and then attempted a new installation, which after a few seconds, prompted me with :"One or more applications have LibOVRRT DLL in use. Pl
hello everyone,I have an Oculus Rift DK1 which I'm trying to setup on win7 without success (drivers installation, I presume), I've searched on the website for references about DK1 setup but it seems it's been completely forgotten and the latest 1.7 runtime now complains about my hardware which months ago was perfectly good.So can someone please refer which package is the last reported one working for DK1 @win7? I'm just interested in running older demos like aaaaAAaaAaaACULUS or Alone in the rift, thank you everyone
I was thinking how the 360 thing is nauseating beyond say 45 degree max all direction from the position of the cameras center point. I was thinking how better it would be if it was max 45 degree but in 3D. There was a VR porn thing I saw way back and the 3D was INSANE. The thing is, you cannot get that kind of 3D experience in real-life but it felt like I was there!!! Now if you take the 2D thing with 360 with crappy video quality (480p/720p) most people won't feel like watching. Sure it would be cool for the first few times of VR but it sure does not beat real-life, at least for me with Lasik Vision. Maybe it would be great in 2D if there was color blind correction so people who cannot see natural colors in real-life can see them in the VR device.I highly recommend using a 45 degree max 3D with the feeling that goes beyond just the depth sighting feel of real-life. I feel the immersion and experience is more intense this way. In scary mo
I have tried badoinkVR and Virtual Desktop and i get black screen after a minute or 2 with both.
I'm very interested in making a 3D 360 degree rig with the Black Magic Micro Cameras that are coming out soon, but i'm not very knowledgeable at the moment about what is exactly necessary to make this rig work. I'm thinking at the moment to use 6 cameras in a triangle, like this rig by NextVR but with BM Micro cameras:http://www.roadtovr.com/wp-content/uplo ... atured.jpgThere is another thread here regarding BM cameras where some lenses were recommended for a 180 3D rig:viewtopic.php?f=33&t=23172So my questions are, would a 6 camera rig like described be sufficient for 360 3D? If so, what type of lenses would be ideal for a rig such as this? ThanksMicro Cinema Camera:https://www.blackmagicdesign.com/produc ... nemacameraMicro Studio Camera:https://www.blackmagicdesign.com/produc ... iocamera4k
I own a Rift and Vive, I can't play Pool Nation without oculus taking over and making the vive game unplayable ..so I kill the oculus processes and relaunch it, but after doing so oculus won't launch anymore. :(
Hey guys,Me and 2 other friends have started working on our first VR game, which will be available for both HTC Vive & Oculust Rift.You will have to complete the puzzles in each level in order to bring your marble to the finish point.Challenge your brain with some mind bending levels, and come up with your own strategy to complete each room.We're trying to keep everything as simple as possible, so you will be able to play the game without a controller.Let us know what you think of the game concept, and if you'd play this game.We're open to any kind of feedback & suggestions https://www.youtube.com/watch?v=t4YkjectgC4
I'm using a Asus ROG G501VW gaming laptop for working while traveling. Unfortunately it's Optimus enabled so the HDMI port is wired to the iGPU instead of the dedicated GTX960M.However it also has a Thunderbolt3 port that can double as a display port, and from what I hear that should support much higher transfer rates and resolutions.So I bought a basic USB Type C -> HDMI adapter cable and connected the DK2 but to no avail - seems like it still connects to the iGPU.Is there any way of rerouting the dGPU to the Thunderbolt3/USB Type C port?Ofc its intended use would be an eGPU with the TB3 port, but thinking maybe the dGPU can fill that spot with some reroute magic.
I cant intall because i have old runtime and i deinstall the runtime but i cant install and i delete all data i need help
Hi does anyone know if its possible to have OR runtimes side by side ie say 0.6.0.1 and 0.4.1. I am developing two apps at the same time which need different versions.Thanks.
I have a R7 370 graphics card which has:2 x DVI1 x HDMI1 x Display PortWithout the Oculus Rift plugged in, I am able to get 2 monitors working easily.However when I plug in my Rift it doesn't work and it has the Yellow light (standby/not working I think) on the inside of the Rift instead of the White Light (ready to go/working properly).Whenever I plug in my Rift when there's only 1 monitor attached it works fine, and it doesn't seem to require any particular order of things plugged in.I get the error of "Unable to save display settings" in the Screen Resolution whenever I try for 2 monitors + Rift (it detects my two monitors but will only allow 1 monitor to work at any time).I have also tried AMD Eyefinity Profiles but they dont work either.Is there a way to get the Rift working with 2 monitors attached? On the setting of "Extend my display" to my 2nd monitor?Thanks in advance
I am trying to create a simple photo-viewing application in Unity to view 360 photos. My question is about optimizing the quality of the image texture. Does the size of the sphere used in Unity make a difference? Does it need to be sized in reference to the images resolution? I look at the Oculus 360 photo app and their images are so sharp and crisp. How can I get that kind of quality?Any tips on optimal image resolution or sphere sizes would be greatly appreciated.
Oculus PC SDK 1.7.0This release includes performance improvements, memory management fixes, and minor updates.New FeaturesThe values for IndexTrigger, HandTrigger, and Thumbstick include deadzones. AddedIndexTriggerNoDeadzone, HandTriggerNoDeadzone, and ThumbstickNoDeadzone, which return values for the trigger, hand trigger, and thumbstick without deadzones.API ChangesThere are no breaking changes to version 1.7.0.Known IssuesWhen Touch controllers wake up from idle, they might move erratically for up to 10 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. If yo
Hey guys, I have a quick question for you regarding Oculus under Steam.I have a Oculus game made with unity that is compiling and running just fine (both with DK2 and CV1), it is set for Runtime 1.6 and all is fine and dandy.However when I build it for Steam, the only way to launch the game is directly though the .exe on the folder, any of the Steam launchers won't work (returns "Headset not compatible" error).Now, I know you guys have nothing to do with Steam's shannanigans, but:Are there any issues between Oculus builds and Steam I should be aware of?Is this a documented situation by you guys? Is there a procedure for this on your end?Does anyone found any similar situations?Thank you in advance for the help on this!And please let me know if there are further questions.
Hi!I'm trying to print out the string of the an ovrErrorInfo like this:ovrResult result = ovr_Initialize(nullptr);if (OVR_FAILURE(result)){ ovrErrorInfo errorInfo; ovr_GetLastErrorInfo(&errorInfo); std::cerr << "Error: ovr_Initialize failed:" << errorInfo.ErrorString << std::endl; return;}However, errorInfo.ErrorStringis always empty, whereas errorInfo.Resultis -3001.So why do I not get an errorString as described here: https://developer3.oculus.com/doc/1.7.0-libovr/_o_v_r___c_a_p_i_8h.html#ad6f8510ae33e59a2eb061d1cf7f88a91 ? Am I doing something wrong or is it a bug?Note, that the problem is not the LibLoad-error itself but that fact that I'm not able to receive and print the error message for my users!Thanks for your help!je4
Recently I've been reflecting my own experiences as a VR developer, which motivated me to write a short article concerning the following three topics that I consider to be important: 1. Justification for VR2. Social VR3. Augmented Virtuality / MultitaskingParticularly the 3rd point is something that is not obvious:"According to a study by Foehr (2006), American teenagers frequently consumed another media while playing video games; 41% of the total time spent on video games involved such multitasking.""In non-VR games the players can cope with the boredom [induced by the game] by simultaneously engaging some additional activity.""Due to the reality-occluding nature of head-mounted displays, VR developers need to see extra effort to provide similar multitasking capacities that are implicitly present in non-VR games."I then go on to describe ways that allow "in-app multitasking":"HTC and Valve were smart to allow some real-world multitasking by equipping the Vive headset with a camer
I was looking around but didn't see anything. Is there a thread about the possibility of creating a lens that would shoot 130 fov in stereo with built in distortion? I thought it would be interesting to be able to shoot a film.. like Imax only BETTER!!.
I have asked these questions in a number of different forums but have not got any responses as yet.I am creating a short Sci-Fi film using CG and Live footage as a stereoscopic 360 clip.I would love to know the following.Is there an optimal resolution for video playback to maximise the resolution of the Rift headset for 360? I have been using H265 with pretty good results at approx 8K by 2K at 50 fps.Do any video player support 360 audio? (Using Whirligig, best of the bunch I have used so far).Would shifting from a 970 GTX to a 1080 improve video playback performance?Thanks
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