PCVR/Link Development
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Hi, this might be a super stupid question, but from the Oculus Touch model, I can only find a middle finger trigger that can be mapped as a "shoulder button" or "hand trigger", however, it's hard to image a "button" also functions as an analog trigger.
Anyone know a good way to handle controller movement in Unity/C#? If a player is pressing left of the controller, they would move their character on the horizontal axis but if I turn my head, I want them to still move left of where I am looking. Any tips would be appreciated.
I tried to collect some latecny information using Oculus Debug Tool and found the data was kinda abnormal. I was running oculus-client.exe on an i7 + AMD RX480 machine with CV1. The GPUView traces I captured showed that there was only around 4ms between a present call to the HMD and next VSync. Could anyone please help explain how the 10ms "Flip to Photon-Start" is calculated...?
After the runtime update WebVR in Firefox nightly is not working anymore. I'm using Firefox Nightly 51.0a1 (2016-08-22). Neither tracking nor displays are working. Has anybody an idea? Thanks so much!!
Hi all,I have been thinking of doing some PC app development for the rift and I have a question for which I do not seem to find a straight answer online. As I want to do actual development, is it the DK2 version of the kit that is required, or do either of the CV versions get the job done as well. My confusion stems from the acronyms for these two versions and if they really have any effect in developing an application using them?Thanks!
I can´t download my games and app in my library. Said me:Internal error OVR 18154622
I had CV1 + sensor. Both devices are connected correctly to USB3 and fully functional (no warning is Home Devices panel). Today I have got from Oculus Home a warning the firmware update is required. During the firmware update a windows mentioning "HMD not detected" and "Sensor not detected" was shown for a short time. Did the firmware update succeeded or does it mean something is wrong ?
Have latest gc diver update (radeon HD 6900). Occulus will still not load and continues to ask for graphics card update. Anyone have similar prob??
The app status is still Under Reviewed, but the build Dashboard page says the test status is Complete, and I cannot upload a new build now. The fact is I still got 4 test failed in the text result (it shows exactly the same info as our last uploaded build which we think we already fixed the problems ).Moderators please help.
I still have to verify, but they claim for it. https://developer.nvidia.com/nsight-visual-studio-edition-52-release-candidate-now-available-download
We are trying to address final QA feedback from Oculus specifically related to these pieces of functionality but all links to the examples are 404. Does anyone have working links?https://developer3.oculus.com/documentation/platform/latest/tasks/dg-cc-entitlements/https://developer3.oculus.com/documentation/pcsdk/latest/concepts/dg-vr-focus/
Anyone know what this error means? I'm also getting {!ERROR!} [Kernel:Error] Invalid ovrSession provided.This is happening only on one machine, ideas?
So i installed everything, i get video in the headset but i keep getting the "We can't find your sensor, Please connect your sensor" error and ive been trying to get it working for about three days. I'm running windows 10 on my pc, i5-4590 and an AMD Fury x. i'm completely stuck here..Also a little more info, it does show the sensor in device manager under imaging devices but no software sees it as a tracking sensor.
I have CV1 and the installation in not detecting my SSE 4.2. My computer is only 8 months old and Core i7 processor. I checked with CPU -Z and it confirms that it has support for SSE 4.2
Hey All,I created a project using the Oculus SDK but now I would like to convert it to use OpenVR so its compatible with both the Vive and the Oculus Rift. Is there any documentation on how to do this or any resources? I found some projects that use the Vive and Ive been trying to cross reference them with my project but Its not enough to go on with some things. Any suggestions or comments are greatly appreciated.
Trying to get DK2 working on Windows 10. It has been said use runtime 1.3, but where can that be found? It is not included in the SDK.
Why is this not working? I have used the Multiple display features. Simple idea of Instructor can use the main display (laptop display too), and a client can use the Rift. Display 1 would be the client on Rift. Display 2 is the Instructor's view (birds eye view) being shown on second monitor. It appears to sort of work... but rift is wired hard to the Display1 otherwise I get black. The laptop display or external monitor 1 appears to inhert Display 1 even thou it's display two. I would like to have the laptop display be Display 2 and the Rift be Display 1... in the past this worked Beta 0.5 plugin.Comments?
Why does the DK2 not work on windows 10 and why has this not been fixed? I know this is an old topic. I've searched all the solutions and it is not working. It looks like Oculus has abandoned those who made the first investment in their technology. Not good. Really need help solving this. Running new computer with GTX1070.
nadie lo ha probado?
rift-touchdesigner.jpgI've created a GitHub repository in the interest of fixing / improving my attempt at Oculus Rift Support in Touch Designer.https://github.com/momo-the-monster/MMMRiftChopThe repository includes:A Visual Studio 2012 project for modifying/compiling the DLLA TD 088 Composition with my attempt at implementing proper renderingA compiled DLL if you want to get straight to the action (it's in the TD folder with the Comp)It's so close - the head tracking is fine, the 3D effect is there, but something's not right. I think it has to do with the offset for each eye (ie the ViewAdjust matrix to be applied after the projection matrix and barrel distortion). I've tried the values that make sense that are coming out of the Rift Sensor: 0.0395 offset for each eye, in my case - but I still see some sort of de-convergence in my periphery. I don't see it in the pre-compiled demos or when I render a scene in Cinder, so it must be a step I'm missing, or some parameters I'm not applyin
We are developing a game with tracked controllers and want to bring this for the oculus rift. How is it possible to order a Oculus Touch devkit so we can start integrating it?
While not providing hard numbers, can Oculus please let us know how many Rift CV1 units has been sold to the date?More than 1M, less than 1M, significantly less than 1M, significantly more than 100k, more than 100k or less than 100k ?Thanks
I am currently using SDK 1.3.2 to develop desktop apps in OpenGL. I would like to implement MSAA, because my renders are looking pretty chunky. In the old days we used to make our own eye FBO's and link them up, nowadays the SDK is doing it all that internally, when you call "ovr_CreateTextureSwapChainGL" you pass it a description:typedef struct ovrTextureSwapChainDesc_{ ovrTextureType Type; ovrTextureFormat Format; int ArraySize; ///< Only supported with ovrTexture_2D. Not supported on PC at this time. int Width; int Height; int MipLevels; int SampleCount; &n
Hi AllI am looking for some VR camera to create VR footage to see it by Oculus CV1.Like there are a lot VR Cameras, I am looking at the following cameraOrah 4i Live Spherical VR CameraSince it is only like pre-order and I cannot any see any trial VR footage done with it, for it, Could anybody give me any opinion about it?Thanks in advanceAlejandro Castan
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