PCVR/Link Development
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Hi, I have integrated the latest 1.4 Oculus SDK into our software and I'm experiencing a problem with the "Heath and Safety Warning" scene. (The scene where you have to look a the 'ok' button for 2 seconds in order to dismiss the warning and continue on to our content).I'm getting a mostly blank scene with an hourglass visible. If I look around "behind" myself, I can see a frustum-shaped-chunk of the grey-grid scene that is the backdrop for the health and safety warning. Head tracking is working smoothly but the 'grid-scene' appears to have been clipped for a camera frustum facing backwards and is not being updated. So if I look forwards, I just see blackness and as I look around I can see that frustum-shaped-chunk of the grid scene floating in space. Unfortunately I can't see the button when I'm looking in that direction so I can't get past this scene.This is entirely possibly my fault but I've checked the return values from ovr_CommitTextureSwapChai
How do I buy Oculus in Russia?
Hello All,I have been working on a workflow for 3d content. It seems pretty hack but it works for now. I have a DK-1 that I mirror as the main display and then stretch the preview in premiere and after effects until it works in the headset.I have a lot of work to do with the title cards but this was done quickly.For actual playback and display I have been able to get this file to work on the Samsung VR if I go through the "Samsung Internet" app. and then navigate to YouTube and find it there. When I look at it on YouTube on my desktop it only gives me anaglyph 3d playback, no side by side, despite having the video classified as 3d in the advanced setting of YouTube.I wish it was easier to import and display side by side video. Everyone seems to be rushing into 360.Can anyone tell me if this works on anything other than Samsung VR?https://www.youtube.com/watch?v=sxDS0isovDg Thank you for your time and consideration.
I'm finally migrating from 0.8.0.0 to 1.4.0 and have realised that the ovrLayerEyeFovDepth layer has been removed. There are still references to it and positional timewarp projection information (line 580 in OVR_CAPI.h) but the actual layer has been removed in ovrLayerType. Since the layer definitions after it haven't had their values shifted to compensate and there isn't a comment such as the one on line 1396 for the removed layer ovrLayerType_QuadHeadLocked, I'm wondering if this is something temporary (so I'll comment my positional timewarp stuff out), or if it's permanent (so I'll just get rid of it). I think positional timewarp was under development when I implemented it so I'm not sure of it's current state, but any advice would be appreciated.
Every time I startup Unreal or load a project Oculus home starts up. I can go in and kill the processes to shutdown Oculus but it's a bit annoying. Is there something I can do?
Hi,I'm new, and I'm trying to learn Oculus SDK. I just want to use the basic stuff, for a project in my company. So it will probably spread, so it would be great if you help me in some little stuff that for you is super easy, for me it requires a bit of time to understand and learn.So, I've started working with the 0.6 oculus SDK, and I've learned some stuff, then I started studied both the 0.7 and 0.8.I know how to get data from oculus, like position, and rotation, and I've successfully implemented the movement and rotation functionalities in my application.I used the old 0.6 trick of the extended monitor, and everything went fine.Now "direct to oculus" is a must, and I'm stuck (it's been some months). I'm studying the code and it's complex (mostly long) for me learning direct x sdk PLUS the missing part of the oculus SDK.My question is: can you copy paste the essential code lines for trasmitting the images directly to oculus, without the direct x part? Let's suppose I have the video
Hi everyone, I'm trying to run the Oculus DK1 on windows 7, but I have the next problem. I had installed the 0.4 Runtime version and it was working on Unreal 4.7 Now I'm using Unreal 4.11.2 and the Oculus not working anymore. I've Updated the Runtime version to 0.8 and nothing. What do I have to do? Because the last Runtime Version is made it for DK2 and it didn't worked for my DK1 either.Thanks!
I am trying to run the Validator "check_submission.exe" on my dev machine to confirm that our Android manifest is correct for Celestrion... it continues to reply:"FATAL : Can't find or execute aapt 'aapt'"It appears that aapt is part of the Android SDK. I've totally re-installed the Android SDK and Android Studio 1.5, but still a search on the HD for "aapt.exe" turns up empty.I've tried this:https://forums.xamarin.com/discussion/2 ... ls-packagereference:https://developer.oculus.com/validator/Please tell me how I can find aapt.exe and install it to get Validator working. Thanks in advance,
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I've attempted to update to the 1.4 runtime and it won't work with my DK2, because of my old computer (USB 2.0 and I'm not sure what else - it's not even detecting that I've plugged it in to the HDMI) 0.8 works fine. So I'm wondering if I release my product with 0.8: will it work for CV1?I'm a shoestring budget indie and don't want to buy a $1400 computer so I can support Oculus. I may just cancel Oculus support in that case.
I've purchased a DK1 for development, last supported SDK version for it was 0.8, when CV1 is released, all of a sudden 1.3 SDK is released, and turns out CV1 does not support 0.8.So I've bought a developer device, on which I can't develop.Sorry but this really sucks.I've just tried working with latest version with OpenVR, and it does work for me, but latest official Oculus SDK does not work for Oculus Rift device.How can it be?Kickstarter backers got a CV1 that's cool, what about the people that bought DK1 soon after? they get dropped support and left with nothing.I've made a game with my DK1, but CV1 owners can't play it, because it's only on 0.8 SDK. And I can't update, because newer SDK does not work with my Rift.So what can I do?
Hi, I am trying to implement camera passthrough, I need passthrough to be as close to our natural eye as possible.I know I need webcams that have about same FOV as Oculus, ~100 degree.And the webcams should be as close to human eye as possible.What confuses me is at how far in the VR world should the captured webcam be rendered?If I render too far, passthrough is just a small rectangle, if too close, entire FOV cannot be seen.So how to determine the right distance to render to match FOV of webcam and Oculus, so that passthrough shows as naturally as possible to a natural eye?Is doing a calibration the only solution?Can anyone point to how might a calibration be?Thank you.
How do I add people to my organization without giving them admin privileges? I need to share builds with testers but I don't want them to be able to go in and modify stuff. It also looks like you cannot revoke access to your project once a member is added.
HiIm trying to install the latest Oculus Runtime Setup on Windows 7, 64bit, PC, but keep getting the message to install updates KB2670838 and KB3033929, which i have does so already."Oculus Setup requires the KB2670838 and KB3033929 Windows 7 hotfixes. Please install these updates and run Oculus Setup again."Any help would be greatful, thanks.
In case anyone is interested, I just finished a first working version of the clean redesign/rewrite of GoatVR, my modular VR abstraction library: https://github.com/jtsiomb/libgoatvr. It's a bit rough yet, but it can be used to make cross-platform VR programs. Currently it comes with the following VR backends/modules:Oculus SDK 1.x (windows)Oculus SDK 0.5 (last GNU/Linux version)OpenVR/SteamVRSide-by-Side stereoOpenGL quad-buffer stereoAnaglyph stereo (red-cyan glasses).More VR modules (OpenHMD? OSVR?) and input modules (such as 6dof spaceball devices etc) will probably be added in due course. The module to be used is automatically detected at runtime with a set of (hardcoded for now) priorities, or it can be selected by the application itself at runtime. Also modules with external dependencies can be disabled at build time if necessary.A program written against this library should work transparently with the oculus rift on windows and GNU/Linux (supported HMDs at the time of OVR 0.5 o
Hi.I want to start developing with my one and only DK1. Is it possible to get it running with the newest SDK. Run into some problems in 0.8 and didnt find the time to fix the issues those days. What is the best way to get development up and running with unreal engine 4 and some hydra controllers? Thx for any infosdFour
Hello,In many versions of the SDK, some of the LibOVRKernel.lib files are missing, especially the x64 ones.Why is that? How can I fix this problem? Thanks
I have Unity 5.4 installed and Oculus utilities. On older versions of Unity I could increase the clarity by increasing the eye render texture size to 1.7 or so. How can I do this on Unity 5.4 and Oculus Utilities? Basically I want to do what the debug tool allows for, but inside of Unity and cannot find the settings anymore.
Hi everybody, I just want to push some full frame solid colors to the rift so I can measure the color accuracy and possibly provide some calibration for it via it's drivers.I primarily write in .net, but I can hack on c++ decently. I already have code to do this kind of work, so if I could do something that was nice an lightweight without having to pull-in unity or UE4 that would be great.
Hi,I want to run automated performance testing for a project, and ideally on a machine that doesn't require a headset plugged in (so one isn't permanently unavailable for developer use!).I found the Oculus Debug Tool with the "Debug HMD Type" setting. However, I'd like to know if there is any way of accessing this functionality from code (an SDK call to enable it?) or any command line arguments we can pass to automatically start the debug tool in CV1 mode before we do an automated test.Thanks!
hi I just upgraded to windows 10 and took the plunge in upgrading my engine from 0.8 to 1.4 and using DK2 and dx11.after updating things that have changed and removing things that no longer used, I have a few hurdles...the tiny room sample compiles and is fine...just saying.now at first my engine wouldn't make it past window (HWND) creation as I was using originally CreateWindowEx and WNDCLASSEX to register class and no problem in 0.8. so I changed to similar to the tinyroom sample and it let me go to the next step but more problems await... I also changed the way I create the dx11 device to be more inline with tiny example but I used to use D3D_DRIVER_TYPE_HARDWARE and now only lets me use D3D_DRIVER_TYPE_UNKNOWN.So I finally get it to create the device context and factory...now I am stuck as it won't create the swap chain :P it just keeps failing...now I read in here that swap chain will fail if hmd not compliant with protected content...though I am not usin
Are there any sort of tools or API hooks developers can use to share statuses from in-game using Oculus VR?Is the Oculus VR account accessible in games and is it hooked up to our social media profiles?Or, will the user have to be taken to a web browser, log into the respective service, then back into the game to share?Consider:-Player levels up in RPG-Game asks them to post to their Twitter for extra in-game gold-Player clicks "Tweet"-Game connects to Oculus VR account and issues a Tweet without ever having the player leave the game
Our team recently submitted our first app for Oculus review for inclusion on the store. After submission, we wanted to update the screenshots and found we had to Un-Submit the app in order to make these changes. I am guessing that once the app is approved we can change it (unknown).I would suggest finding a way to allow developers to make these changes to the Art assets, info and descriptions without having to pull down the app and restart the review process.
I have a mountain scene in UE4 I have been working on with the Vive and DK2 for the last month. I just got the CV1 today and the first thing I noticed is when I look around the scene, especially all the way up then all the way down at a cliff (or distance view) the CV1 has very noticeable warping. I do not wear glasses, have 20/20 vision, and my eyes are close to the lenses.. but it doesn't seem there is a way to adjust the eye relief to keep the lenses further out to elimimate this edge warping of the geometry. It almost reminds me of Vorpx if you have the software fov setting too high.A good test for this is the rooftop demo. If you look far left and far right in the rift back and forth while staring at the buildings there is some subtle lens distortion and stretching going on. Where as if you run the same demo with the "revive" hack and check the demo on the vive the lens distortion is near perfect. (It is also perfect when I check the DK2)This is making me think whoever set the unw
I integrate oculus sdk 1.3.0 into our game engine, have some problem; as can see from the picture attached, the viewport is also moved as I moved my head. So can someone know what's wrong about this situation?
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