PCVR/Link Development
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So I've been working with DirectX and the oculus sdk in visual studio. I have worked with directX before and understand how to render with it. So I went about looking at the sample projects. I have built the simple room sample and it works fine. I then wrote my own program to try an mimic the sample. I've followed the sample from start to finish just structured it slightly different and it wont render properly. I get a while hourglass symbol in the lower right, I'm so stumped as to why its not working I'm not even trying to render an object . All I'm doing is clearing the render targets, commiting the textures for both eyes, creating the layer and submitting the frame. If some kind soul could offer suggestions I would most appreciate it.
Might be a silly question, but I really want to be sure. I just noticed that preorders are shipping in July now so I'll go grab mine as soon as I know if it's eligible for development.
Hi guys just wondering if there is a reference page for all the API functions similar to the msdn pages or does one have to dig through the source to find them?
So I've rendered but a simple textured square in the rift, however when I rotated my head it horizontally the square remains centered in my view. I am guessing I have to apply an opposite rotation to the camera. My question is this the correct way to do it or did I somehow mess up with my camera rotations. Thing is if I move my head vertically it does not stay centered but acts how I would expect.
What is the API for Oculus Rift? That is to say, what protocol or language does it use to talk to the player? Is it HTML5? Is there are a method of using a Flash-based API?
I'm new to the world of VR and I want to buy a rift but my problem is that I won't be able to upgrade my GPU for a while (maybe Christmas I will). Will my GTX 960 be able to run Oculus Rift? I know it does say recommended GTX 970 however I'm here to see what you guys think (even personal experiences).my build:MSI Nvidia GTX 960 gaming edition 2G8GB RAMi5 4690K @ 3.50 GHz
This is a project I created to implement support for Razer Hydra motion controllers in the official OSVR-SteamVR plugin, which originally only supported the OSVR HDK headset. The main goal is to have Vive wands in SteamVR emulated by the Hydra, while using an Oculus headset, so we can play games that require motion tracked controllers, without a Vive of course. :smile: The driver still needs a lot more development. Motion tracking and buttons already work perfectly, but some functionality is missing due to OSVR's implementation of the hydra. This leads to some games not working properly, like being unable to throw the stick to the robot doggie in The Lab, which is our main concern now :)In case you have a hydra, you should definitely give this a try. Also support for other OSVR controllers is coming, along with PS Move support.More information, source code, downloads, etc available here: https://github.com/betavr/SteamVR-OSVR/wiki
ovrResult result = ovr_CreateTextureSwapChainGL(Session, &desc, &TextureChain);crashes everytime: i've copied this example from many different sources, including the oculus developer guides and documentation. I've tried to isolate the code, but still, even having only the initialization and the desc values validation, it crashes everytime.The initialize is the same as any initialize:ovrResult result = ovr_Initialize(nullptr);if (OVR_FAILURE(result))return;ovrSession session;ovrGraphicsLuid luid;result = ovr_Create(&session, &luid);if (OVR_FAILURE(result)){ovr_Shutdown();return;}ovrHmdDesc hmdDesc = ovr_GetHmdDesc(session);ovrSizei resolution = hmdDesc.Resolution; ovrTextureSwapChain textureSwapChain = 0; ovrTextureSwapChainDesc desc = {}; desc.Type = ovrTexture_2D; desc.ArraySize = 1; desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB; desc.Width = 256; desc.Height = 256; desc.MipLevels = 1; desc.SampleCount = 1; desc.StaticImage = ovrFalse; The error in the debug is&nbs
I am using oculus cv1 now, and I have installed the oculus software and created an account,when I login in, it show fail to connect to graph.oculus.com port 443, what's wrong? Somebody can help me!
How to implement mirroring without double vision, distortion or chromatic aberration?Any sample code?
My oculus was working fine before installing Rift Runtime drivers Now after installing the drivers, 1. I get 'No signal Detected' on Oculus screen, although the oculus sensors work fine in the game, but blank screen on oculus monitor 2. Oculus monitor not recognized in Display -> Screen ResolutionI have Intel Graphics card instead of AMD/NVDIA. Is the issue because of that ?I am using DK1
maybe its useful for someone...due to i needed to include the kernel lib within a dll, some adoptions to the project file and OVR_allocator.cpp had to be done.- libOVRKernel.vcxproj: Change all <RuntimeLibrary>MultiThreaded*</RuntimeLibrary> into <RuntimeLibrary>MultiThreaded*Dll</RuntimeLibrary> this Adoption also was needed in SDK 1.4.0 (maybe also before, but within 0.6.01 it was not, which was the previous version i had integraded into our SW)- Adoptions / fixes in OVR_allocator.cpp (new adoptions since 1.5.0) * imho according to line 163, line 176 should be "_MSC_VER >= 1900" instead of "_MSC_VER < 1900" * line 267-271 missing "_ACRTIMP" define in front of return value of the external declarations (e.g. extern "C" _ACRTIMP void __cdecl _free_base(void* p)) * missing ending ";" in line 3316 * changed value of OVR_DEBUG_CRT_PRESENT definition in line 64 from 1 to 0 * changed
Hey all,I'm just wondering what to expect for the time it takes between submitting your game and getting feedback. It's approaching 8 weeks for me (submitted on 4/11), and I'm wondering if that's typical.I was in "Submitted" status for 5 weeks, and I've been "In Review" for just about 3 weeks. Is this normal? I'm sure Oculus has a lot of submissions to go through, but I'm also eager to get my game out into the world. Wondering how much longer I should expect to wait. Thanks!
Hi All, I unable to get oculus rift dk2 runtime after the 0.8.0 sdk versions.Like from 1.3 to 1.5 runtime exes . How to get all the runtime setups for above 0.8.0 sdk versions. Please provide links for it.thanks
Hey guys,Occurred to me that Cities: Skylines being a Unity powered game this might be straight forward.Thinking of taking it on as my first mod for the game.Anyone already working on this or be willing to help out?
It would be great if Oculus could add a forum category for developers working on non-commercial VR projects whether for enterprise or training and education. Sometimes our needs are very different than game development and having a place to discuss things like multi-user environments and integration with corporate networks or learning management systems would be very helpful.
New Oculus PC SDK 1.5 has been released.https://developer.oculus.com/downloads/pc/1.5.0/Oculus_SDK_for_Windows/
I am a VR training developer. For many of my clients it is essential that they can naturally interact with objects in the virtual world. I have tried touch and know what a difference this would make to my client and how much including Touch in my projects would influence sales. Does anyone know of the best way to "apply" for the Touch SDK kit? If there is such a thing. Is there an official process?
Can I ignore the "capi_gle_gl.h Error C1189: error : gl.h should be included after this, not before"errors by removing the errors in the capi_gle_gl.h file? What could happen if I do so? Thanks for your help.
From the documentation it seems that ovr_GetHmdDesc(NULL) should be able to fetch information about the attached Rift without starting a session in the Rift. Instead, calling it interjects any running Oculus activity and displays the message "Sorry, test.exe is taking a while to load" in the Rift until the process exits.I had hoped for a non-invasive way to examine the device properties of the connected Rift without disturbing whatever VR application the player might have running.In a separate but similar bug, calling ovr_Destroy on a created session doesn't seem to actually shut down the session. To isolate the issue, I tried creating a program that calls ovr_Create and immediately calls ovr_Destroy on the created session, but as long as the process is running, it will display "Sorry, test.exe is taking a while to load." in the Rift. Not even calling ovr_Shutdown() will make it go away.I tested this with the latest Runtime and SDK versions as of writing (1.5).
Hey all, I have an application that renders in Directx 12 and I want to integrate to Oculus. I am currently doing all my different rendering in HDR then making a full screen tone map pass (with a couple other things) into my swap chain back buffer. For Oculus support I'm hoping I can just make the tone map pass into the Oculus swap chain? I'd like to take advantage of ATW, etc and I was hoping someone can give me an AUTHORITATIVE pseudo code sequence or verify/edit my assumed rendering..- get eye poses - get session and check if visible - get views/etc and render as per my normal....this is where I'm uncertain- rt = ovr_GetTextureSwapChainCurrentIndex - set render target to rt and do tone map pass- set up layer 0 and put layerMain.ColorTexture[0] = m_oculusTextureSwapChain;- call ovr_SubmitFrame with the layer ind Thanks ahead for any help....
I am needing to do 3D modeling and other programming, what is the best software for that?
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I have created a Rift app (build in Unity) but I have only a STORE channel in my list of channels.How can I access the ALPHA, BETA and RC channels to upload and test my builds
I'm thinking about rendering some videos with raytracing.But i'm stuck about choosing resolution and video codec.-----------------------------------------About resolutionOculus Rift / HTC Vive have a 2160x1200 panel. 1080x1200 for each eye.Consider a FOV of 120°, an ODS image need360°/120°*1080 = 3240 horizontal pixel and180°/120°*1200 = 1800 vertical pixel for each eye, to have a best/correct resolution (not enlarged pixels).ODS format must have a 4:1 aspect ratio for side-by-side, or 1:1 for top-bottom.The correct resolution (note: the MINIMUM to avoid that the image is enlarged on the display panel)for a side-by-side is 7200 x 1800; for a top-bottom is 3600 x 3600.In case of future generation of HMD with:4K UHDTV / 2180p for both eye (3840 x 2160) or4K DCI for both eye (4096 x 2160) orCurrent Oculus Rift / HTC Vive panel for each eye (2160 x 1200 x eye) or1080p for each eye (1920 x 1080 x eye)the minimum resolution for a side-by-side will be 12960 x 3240; for a top-bottom 6480 x
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