PCVR/Link Development
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Hi, I submitted my game for the Oculus Rift store 3 weeks ago and I haven't heard a peep. That said I submitted the Gear VR version at the same time and I have already gotten "Requested Changes" feedback which I've addressed and resubmitted. So, my question is does the PC reviews normally take this long? It says 2-3 weeks in the notification email, but it's been just over 3 now... What is everyone else's experience here?Also for the Gear version I resubmitted with "Requested Changes" should I expect that to take another 2 weeks or should that be faster the second time around? Thanks,Richard
We have a self extracting windows installer for desktop systems.We have our own custom GE.http://dlrobin.hitechcreations.com/AHBETA037.EXEWhat does the oculus store require in there zip file for uploading and testing?
I have an oculus DK2. How to determine which version of runtime(and firmware) I need?Is it true, that firmware #12 is the most recent? If not, post a link please.
Oculus Rift & Kinekt & PC the perfect combination!
Hi All,We're having an issue where shadows in our .exe dont render and it looks like the occlusion for some objects is flashing on and off for some of our users, take a look at the following videohttps://www.twitch.tv/cooleobrad/v/81674429If you scrub to anywhere past 5 minutes you can see the issue and here is a video of what the world should look likehttps://www.youtube.com/watch?v=x1F3usGZvMMThis is not happening to all of our users or on any of our dev machines and is thought to be a rift only problem at this point (no Vive complaints for now).We have tried the build on multiple different setups with different compontents (Nvidia, AMD, intel etc.) and have not be able to successful replicate the problem.We are using Unity 5.4 personal edition and the only thing we have changed since updating from 5.3 is single pass rendering, any thoughts?Please let me know if you need anymore info.Cheers,Colton
Hello all,Very new here and am not really a programmer. Just starting to get my hands dirty... But, seems like great fun.Have run in to a primary problem with installing the Oculus Runtime as is available on the site now - https://developer.oculus.com/downloads/ The first one in the link. It downloads the complete package but as it starts to install, I get an error as in the attached image.I have rebooted the PC twice and tried the install but to no success. Googling this issue has got me nowhere.My PC Specs -It's a standalone HPZ230Win7 Professiona SP1Intel Core i7-4790 @ 3.6GHz32 GB RAMNVIDIA GTX 960 (Driver ver: 347.88)These are the installs I have as of now in the computer -I hope I will be able to "get by with a little help from my friends..." :-) Today is the second day I am on this!Best regards and thank you!Yogen
How do I download games development Oculus Rift DK2 as ever?I do not know how So please help me once it was possible to download all kinds of free games and now development is impossible so please anyone know how to download play development Oculus Rift DK2 So help meThanks.
Hi, sorry for the silly question: Can I develop games with the Consumer Version of Oculus Rift? or do I need an DK2 to test during development?
I upgraded my x51 r2 with a new gtx 1060 and as soon as I plug in the DK2's HDMI cable, my machine reboots after a few seconds (no blue screen). I tried out the gtx 1060 and DK2 on my older machine and it works fine (version 1.6 runtime on both). Any ideas of what is going wrong?
HiI just received an oculus rift dk2 and am trying to see which downloads I need to get running on windows 10.Thanks in advance.
We are working on a title that will be released sometime in late October. We do have achievements our game that can be unlocked, and the API works fine for that, but my question is: Will there be an Oculus-side viewer for achievements that users can refer to (much like Steam achievements, visible on the Steam client) or does each App have to have their own internal viewer? If any solution will happen past our release date, we will obviously opt for an internal viewer.
https://www.youtube.com/watch?v=HZf2dp_sn-8more info http://fusedvr.com/does-this-help-your-vr-sickness-tutorial/
Hi all,First post here and very excited to take delivery of my first VR headset! I plan on setting it all up at my grannys house and am putting together a list of content to show a lady who was born considerably before the introduction of the television! At the moment I have purchased the Dirt racing game and a racing wheel. I have also got my eye on a series of 360 videos but as i'm so new to this, I thought i'd ask the collective wisdom of the online community. Obviously horror content is out of the question but I wouldn't be against showing her the odd roller coaster video or anything that raises adrenaline as long as its not aimed specifically at giving her a heart attack!I don't mind spending a bit of money on things so any suggestions would be greatly appreciated!
We're working on a new build of End Space and we've been noticing this weird camera jitter showing up sometimes. It consistently shows up at the end of a level when the level end GUI pops up and causes all the GUI elements and the cockpit to shake. It also appears at other seemingly times but then usually just on GUI elements. I recorded a video to show you what I mean: https://youtu.be/nhgLI8nai_0Has anyone else experienced the 'jitter bug' (now you've got this stuck in your head, right?) or does anyone know what is causing it? It's present in Unity 5.3.5p7 and 5.4.0f3 on Rift and Gear VR
Hi,I'm using the SDK 1.3 with OpenGL API to develop an app that is not distributed on Oculus platform, so the app has to be started from Windows and not from the Oculus app, I mean that I don't have the Oculus mounted when I start my app.When my app starts, the rendering fps for Oculus part is very huge and it only becomes normal (90fps) when I mount the Oculus on my head. if I unmount the Oculus, fps rendering is still ok to 90fps. So problem occurs only as long as I didn't mount my Oculus a first time.In my rendering loop for Oculus, I do my rendering and I call ovr_SubmitFrame to let Oculus driver do his stuff and take care of vsync. But in this particular case it seems that ovr_SubmitFrame does not handle vsync.
Hi,ok this is the story, you do all the stuff, all works, you call ovrResult result = ovr_SubmitFrame(ovr_session, frameIndex, nullptr, &layers, 1); and you get the above : ovrError_DisplayLostNow documentation ( Oculus Ridt | VR Focus Management ) page 36 basically says to destroy the mirrorTexture ( if used ), pEyeRenderTexture[], pEyeDepthBuffer[], call ovr_destroy ( session ) and then basically continue to poll OvrSessionStatus until HmdPresent is TRUE.At that point you can re-create the above mentioned things, suppose also set frameIndex to 0 and continue to where you left ..Except that it does not seems to work, doing exactly like that does not crash but you end up with a black screen, it's like "something else" is still missing. Watching the code sample at page 39 it seems to also say that you should destroy the WHOLE ( DX11 ) graphics device and re-create everything , which is "kinda" like to say "restart the whole program from 0" which to me is "a bit extreme" because
I've seen number of posts related to using the Rift for Augmented Reality projects, and I have an issue in this area as well. I'm concerned about the end-to-end latency: from the moment a "photon" hits a video camera until it is presented to the user in the Rift.In my measurements I see delays of 100-120 msec, which is way longer than acceptable. When I'm presenting same camera image on the screen, I measure ~50 msec delay (this makes sense for a time it takes to grab an image + transfer it to PC over USB + process it), but I'm trying to reduce the extra 50-70 milliseconds which are being added by Oculus.Any ideas?Is there a way to reduce the length of the Swap Chain created by "ovr_CreateTextureSwapChainDX" to 1 instead of the default 3? Maybe it can help here.
Hello, I am getting into Oculus development and I am wondering what kind of hardware you would need to run simple Apartment models from Unity (assuming the laptop has 3 USB 3.0 and 1 USB 2.0). Basically I need a laptop for testing my VR games im making in Unity, which are not that complex (30 000 poly max). I don't want to build an expensive PC because I dont need to actually play any real games in VR, and I don't need all the extra hardware just for low poly Unity stuff; just my developed ones. Ps: I just came from developing for GearVR but I grew unhappy with the quality (phones suck for VR right now) and i'm trying to move into Oculus developing without a huge gaming rig.
Hello all!I recently got my oculus rift and have just got a 360fly 4k camera and was wondering if anyone can help me get the videos watchable on the rift a bit like the facebook 360 video experience and not just watching on the virtual cinema screen?many thankstim
Just wondering what the census is on culling geometry. Should I be culling for each eye or allow geometry for both eyes if visible in one of the eyes?
Introductory NoteAt the moment I am not an active developer within the VR space (soon). However I have noticed a gaping hole in the implentation of Oculus Home for PC from a user perspective that will aid developers.The ProblemThis is in that there is no way (not documented/obvious) for a VR application to download and cache content selected by a user. This most evident in apps such as WithinVR, Oculus Video and Vrideo. Take for example, that you would like to download a 360 video for viewing locally rather than streaming it due to insufficient internet speed or quality. To download such a video in Vrideo or WithinVR, you must keep the application open (and active) whilst it downloads (by active, I am referring to that something needs to trick the sensor on the rift to thinking someone is using it and it needs to be perodically moved). As an end-user and as a desired application, I would appreciate a system where I can browse through VR videos using an interface akin to YouTube where I
Please, Please can someone in the Oculus software development team for the Oculus Home software, add full keyboard control including the home button.I could then add voice control to the keyboard buttons and then control and navigate the Oculus Home software with my voice. This would then allow me and all disable people to use the oculus Rift.It's such a simple addition to add keyboard control, and could easily be added to the next update.Please, please someone, anyone add this simple modification.
Just upgraded 7 to Windows 10. Oculus Rift causes 2 second interval OVR blink and cursor re centering on the screen. Shutting down server and Library service made it stop.Uninstalled OVR. Upon re-install, latest version, I'm told CPU not supported. Is there a way to still install?
but, other than looking at my previous posts and using a link there, where is the link to the community/games&apps forum from the home page?i cant see it under categories but i must be being daft as was there a few days ago but categories seems to go to development nowedit.,.. and now i have just cleared my cache and it seems to be working now....Are oculus doing changes under the hood perhaps?
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