PCVR/Link Development
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Hello there, During the setup of CV1, I'm stuck at the "Adjust your lenses" step. Light is orange on the Headset and impossible to go further.When I uninstall the Occulus Home and drivers and try to reinstall it. it automatically bring me back to this "Adjust your lenses" step. Is there any way to restart the Occulus Setup installation from scratch ? Regarding the "Adjust your lense" problem, after countless hours trying to find the issue, it seems that I need a Minidisplay adaptor and a Usb3 hub to make it work. Hope it will work, so sad to see this incredible device lying there, useless :tired_face: Thanks for your help !
Hi,i want to implement a very basic and simple example of how to get the rift working with lwjgl and libovr.I am using the latest version of lwjgl which supprts sdk version 1.5.everything works fine, except that i am not able to get a rendered picture on the left eye.I am using one texture spanning both eyes.Each texture has a viewport of half the size and the right viewport starts at the middle of the texture.I have checked everything and also checked the exaples in the sdk. I am not able to find what i am doing wrong.Maybe you can have a quick look at the basic parts of my init and render code snippets to give me a hint?When i use the viewports as described (half of the texture for each eye) the right eye image is correct but the left eye image has only the background clear color (no scene content)When i use the full size viewport for each eye the left image is somehow wrong in terms of offset and movement when i move my head.Initialization done on startup:......resolutionW = hmdDesc
With the new compositor framework timewarp (both rotational and positional) is enabled by default. But I am tinkering a bit with augmented reality solutions using cameras and then timewarp only leads to a lot of juddering (because the video feeds are missing the depth component).So my question is: Is there an easy way of disable timewarp?
Sorry if this has been asked before. I searched, but didn't quite find the answer I needed.Okay, so, I made a decal that covers the entire front of my Rift, and the material is definitely translucent enough that at least *some* of the constellation IR is getting through, as I'm still being tracked with it on.I did, however, notice myself getting a little dizzy in an app I don't normally notice any problems with (I don't remember which, now), but didn't really see any visible problems.I took the decal back off, and I *think* the problems went away (if they were even there to begin with).I can test whether the camera can still see the front constellation LEDs through the decal by just putting my hands in front of the front of the Rift. Hands in front: no positional tracking (rotational-only). No hands in front, even with the decal: positional/rotational tracking.Anyway, I'd like to find some way of quantifying tracking data for testing. Brightness of the constellation LEDs, whether the c
Hi there,We submitted a test version to the developer portal 4 weeks ago and haven't received any communication about it so far. The status has been "under review" ever since we submitted it. I opened two support tickets to get some more clarity about the submission procedure and again no response whatsoever. Not sure what to do now?
Hey Oculus heads. I know the GTX980M is not officially supported for the Oculus Rift. But, for the last few weeks I had no issues using it except for the constant notice saying it was not support on my Falcon NW LTX Laptop (I am a dev and need mobile). I ran the latest firmware updates and now I get this weird issue, it appears to be constantly waking and going to sleep (like the light sensor is malfunctioning). I have uploaded an older firmware.... does not appear to go away. :-(Any suggestions? On the software side I do not seen any errors and it appears to be running normally (when I pipe the same device feed to the laptop Monitor). I would put my money on some change or malfunction with the power sensor.... but I even tapped over that puppy and it still does the same thing. It only appears to be an issue on the laptop, my desktop with GTX 970 (less VRAM) works fine. My DK2 is going back on the laptop till I have an answer to the issue.
We have been waiting over 2 months to have our game FLY reviewed and approved. Anyone know how to get on the Early Access Program>
My tracking was working very well, both .Touch and the headset. No issues at all. Something has changed though... I think after Home updated to 1.6.0.250794 At first I was thinking it may have been hardware issues but the guy I am working beside has 1.5.xxx and he has no problems at all.Working in Unity 5.3.5p3I also I have one of my sensors hung on the wall above me looking down at a 55 degree angle and one on the desk as normal.Questions: Do you have the same Home version as me and are you having any tracking issues?Are you on the same version as me and your tracking with the headset and Touch is working fine?Thanks!
My software has to link to the Oculus SDK using StaticRelease Multi-threaded DLL (/MD). I compile the LibOVRKernel into a lib using Oculus 2013 VS Project. After v1.3.2, it fails to compile as of versions (1.4,1.5 & 1.6).Errors:1>..\..\..\Src\Kernel\OVR_Allocator.cpp(177): error C3861: '__acrt_get_msvcrt_heap_handle': identifier not foundDoes anyone have any ideas to fix the Oculus code or circumvent this?
I received a set of touch controllers for development and am completely baffled by how to pair them.I followed the steps to pair the controllers on the Oculus documentation page https://developer.oculus.com/documentation/pcsdk/latest/concepts/pairing-touch-controllers/However the current Oculus App shows no option to pair either touch controller in the settings.Has anyone else encountered this problem? Anyone have suggestions how to proceed?
Is there a way to insert custom made VR experiences so that the application becomes visible by it's icon in the VR menu? Or is there a way to get a virtual desktop?
HeyWhat's the normal time I should expect this process to take? I have several of the latest test results fixed, or so I hope I do, and my app has been stuck in "Under Review" for several days now. Is that normal?I've contacted the submissions@oculus email account requesting the status change as well. Twice. What's the normal process? Is it like 7 days later and it auto-switches back to "Changes Requested" so we can upload a new build with fixes??
Oculus PC SDK 1.6.0This release supports a new Touch controller button and introduces buffered haptics.New FeaturesThe latest version of the left Touch controller now has an Enter button. For more information, seeButton State.The SDK now supports buffered haptics for detailed effects. For more information, see Haptic Feedback.Known IssuesThere are some USB chipsets that do not meet the USB 3.0 specification and are incompatible with the Oculus Rift sensor. If you receive a notification in Oculus Home or the Oculus App, plug the sensor into a different USB 3.0 port (blue). If none of the USB 3.0 ports work, plug the sensor into a USB 2.0 port (black).Antivirus software, such a McAfee, can cause installation issues. To work around the issue, make sure you have the latest updates and disable real-time scanning.If you encounter installation issues, delete the Oculus folder and install the software again.If the Rift displays a message that instructs you to take off the headset, remove
Dear Oculus folks...as I find myself increasing "in VR" it occurred to me that it would be really handy to have a clock in the Oculus Home room so I don't have to peek out under my headset to know what time it is....All in favour please chime in....Thanks
Now that Oculus is talking about multi sensor expansion prior to the touch release.. please tell me that they're going to make the cameras wireless like the Vive. I can't imagine having USB wires running to multiple cameras that are located behind you in a room scale environment being very safe or convenient.
I am working on a game / experience and Looking to use the touch. I cam current testing with the Vive controllers but the point of the game needs the Touch really. There is talk of Developer version / Engineering samples going out but how can we get hold of them?!It's pretty frustrating not knowing how I can implement them properly.
I'm working on an Oculus Rift CV1 stereo rendering simulator and my render does not match the one obtained directly using the Oculus PC SDK. If using DK2 default device parameters, results are similar to DK2 stereo rendering but not with CV1.Looking at CV1 hardware (https://www.ifixit.com/Teardown/Oculus+Rift+CV1+Teardown/60612), it's quite different from DK2, specially the lenses, that make me think that device parameters should be also different.Oculus Rift DK2 parameters:HResolution = 1280; // HMD horizontal resolution in pixelsVResolution = 800; // HMD vertical resolution in pixelsHScreenSize = 0.14976f; // HMD horizontal size in metersVScreenSize = 0.09356f; // HMD vertical size in metersVScreenCenter = 0.04678f;
If hating waffle, stick to bold textHi, I'll start by saying thatI expect something like this gets asked a lot... but I couldn't find it.I know this feature is a tall order since it would surely be abused by some, andI appreciate the extended desktop mode being taken away and timewarping with distortion being mostly a black box, and I think it generally a good move.But I would like us to move back the other way again, just a little bit.So is it possible, or could it become possible, to send image frames or frame layers to the Rift or the GearVR that have been distorted already, while still taking advantage of the time-warp feature?I have heard from a previous Carmack talk that it wasn't possible but that may be out of date. He named the loss of the time-warping feature as a reason why directly rendering with your own barrel distortion turned out to be "not such a big win after all". But there is no fundamental reason why this needs to be true.If the SDK can be told
Hello,InvestVR is a company that represents a group of investors who are committed and interesting in funding VR and AR projects.We are currently open to new submissions through our website, http://investvr.co and wish to speak to talented developers who have a vision in creating products in the industry, or startups that are already established that hope to secure a further round of investment.Please note that we are currently accepting submissions from ANY size, including from Visionaries who have not yet secured a seed round, or even (perhaps primarily) developers who wish to start their own studio or take their projects further.Feel free to message us on these forums, or send a contact request through our website.Looking forward to speak with some developers and startups.
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Today in a Twitter post Mr Iribe stated that "Thousands of Touch dev kits are going to developers now." yet I have not seen a formal way to request a Touch dev kit or even a process to be considered for it. Not having access to these kits can be a real detriment to a company and a simple fair process of requesting them would be greatly appreciated.Thank you.
Hi,While doing with what i have right now, i was like "hey", let's see if i can get two sensors running and display their frustum. A setup that will be standard when touch is out ( two sensors to limit occlusion issues ).Right now, i am on a DK2 and if i can list the two trackers at runtime, only the DK2 camera report a pose, the CV1 one only have the connected flag. And even if i disconnect the DK2 sensor, the CV1 one still does not bother to report a pose :disappointed: That is a little disappointing.
How useful would it be for you to have bug reporting from within your VR app? I'm envisioning a tool that would allow the reporting of bugs without taking off the headset. Possibilities include speech-to-text reporting, automatic gif creation for visual images, and more. What I'm looking for here is whether this is a pressing need before I spend the time in development.
Hi Everyone,Apologies if this has been asked before, but I'm struggling to find an answer and Google isn't throwing much up!We already have a stereo rendering path in our code which we are reusing for the Oculus. This means we end up with a texture for each eye with the correctly separated image drawn on it.From the Oculus SDK we have a single texture that we glViewport/glScissor as appropriate for each eye and draw the textures from stage 1 into the Oculus texture.On the headset we get the correct images in each eye piece, however as expected they don't align properly as they've not had a correct projection matrix applied to them to ensure alignment.Our current texture quad renderer does a ModelView matrix -> Identity and a ProjectionMatrix -> Identity followed by glOrtho(0,1,1,0,-1,1).My guess is we need to replace the glOrtho call with an ortho matrix supplied by the Oculus SDK. Indeed there is even a function for this ovrMatrix4f_OrthoSubProjection.However no matter what
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