PCVR/Link Development
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Hello,I'm developing a standalone app where the positional sensor isn't needed. The problem is, Oculus home won't run the exe when the sensor is not connected... is there any way to disable this requirement?We could connect sensors and hide them where the target machines are (somewhere below where the users will be sitting), but I'd rather just disable the need for a connected sensor. Any ideas?
I've been running this past week on runtime/SDK 1.3.0, with everything working peachy. Today, however, I made the mistake of having Blender open at the same time as I started a VR app. This caused the NVIDIA display driver to crash with an OpenGL error, my system to chug, then spontaneously reboot (probably worth passing that along to the NVIDIA guys).After reboot and making sure nothing system-wise got hosed, I noticed that my HMD VR display is acting very very suspiciously like low persistence has somehow been turned off (i.e. the prototypical dark area ghosting with movement). This is happening in all applications (not just my project, in Lucky's Tale, TinyRoom demo, etc.), and even while hitting a solid 75Hz. I've tried re-installing the latest NVIDIA driver, but the issue persists. I have a feeling my graphics driver crash has somehow corrupted/reset the low persistence mode on the HMD.Unfortunately, with SDK 1.3.0, since ovr_SetEnabledCaps has been r
I am helping develop a VR project. We currently have separate Vive and Rift implementations. Vive uses OpenVR and Rift uses Oculus SDK. Is there any downside to using OpenVR for the Rift as well? Is performance worse, do we loose the Oculus audio SDK? Also will this restrict us in the future as Oculus update their SDK?(We are developing in Unity 5)
Hello. How fast may deliver Oculus Rift in Spain? And whether it is possible delivery to the door? City 17310 Lloret De Mar
How is it done now? I try running a scene but i cant get it to run in the rift. I have the OVRplayer controller in the scene, is there something im missing?
I'm working on a demo where a crossbow is childed to the VR camera in my scene. The crossbow itself works perfectly. As the player looks around the scene, the crossbow stays in the bottom right hand corner of the player's view. However, when I instantiate an arrow ( at the position and forward rotation of my crossbow) when my player shoots, the arrow fires from the position of the camera but does not get its current rotation. Everything on the crossbow works fine when I am using a standard camera. Is there any reason why I can't seem to access the rotation of my crossbow if it is childed to the VR camera?here is my code: void Update(){ //Shoot Vector3 arrowPlacementPosition = arrowPlacement.position; Quaternion arrowPlacementRotation = Quaternion.LookRotation (arrowPlaceme
(This question is about LibOVR and not the AudioSDK, that why I post in PC Dev' and not in the Audio subforum ^^")Hi,Maybe I missed something,Inside the device configuration the user can choose to use the integrated rift headphones/mic or the default windows sound device.I'm not using the Audio SDK (because no public C++ SDK has been released yet...) so I'm working with OpenAL. The thing I need to know is how to get by code the state of these settings : http://puu.sh/oFT0h/9963f11a0c.pngI've check the OVR headers documentation and I didn't find anything relevent.If there's no way to do this, please consider this post as a feature request. This could come in handy for other developers. :-p
New SDK is live here: https://developer.oculus.com/downloads/
To give a bit more prominence and a summary to this issue that still hasn't really been addressed officially. Currently Oculus home wants to run and take over all the time. I think Oculus really needs to rethink how this all works and I am surprised they made such a big change with little feedback under the covers between 0.8 and 1.3.1) When I start my computer Oculus home launches without being asked for and there is no settings option to turn that off. This seemed to go away when I updated to the latest nvidia driver but it is back again today.2) Oculus Home when running uses 485MB up to nearly 700MB of RAM. I don't want this happening when I am running games or applications and not using it. It should be providing a driver service in that case and that's all.3) Oculus Home has non standard Windows application behaviour from hooking the mouse and other focus grabbing behaviour that should be left up to the specific application but guided by best practice
I have got a new prescription glasses custom manufactured to fit in CV1. I have -2.5 dioptres (short seeing). Mechanically it works, unfortunately I see correctly only the canter of the images. It sound like combination of the prescription glasses with the Fresnel lenses produce some optical side-effects. The issue is the image on the borders (more close to the boarders, the stronger is the effect) is blurred - I see white "hallo" from bright or white pixels. Can some optical specialist explain this effect + suggest a solution (not contact lenses nor laser operation) ?
Hello,I would like to remove my title from Oculus Share and cannot find a way to do so. Any information on how to remove the app would be great. Thanks,Ashley
I want to implement in our code a custom FOV setting. The question is whatever this is possible. From the camera setup parameters reported by the drivers (sum or min/max arcus tangent), it is clear CV1 required aprox. 79.5 FOV, DK2 95 FOV. The SDK documentation shows how to visualize lower FOV by using only a part of the HMD FOV (see Oculus Home example for demo ...) . It means to show e.g. 50 FOV tunel in the 79.5 FOV. CV1 require in addition strongly asymmetric camera placement (the lenses are not in the displays centre).The question is can I implement bigger FOV scene view than the drivers offered one ? It was working O.K. with DK2. If I now modify the asymmetric frustum matrix to both hold infinity to where should be and bigger FOV the scene looks aftet the modification during horizontal head movement warped and strange. I am not sure I do something wrong (I multiply the directional tangents by a constant to get bigger FOV) or whatever what I want is impossibl
Hello, could somebody help me here?My app was rendering with IPD = 0 before 1.3.x. It works pretty fine.I DO NOT shift my cameras according to hmdToEyeViewOffset for each eye. And it renders pretty fine until 0.8.0.After upgrading my app to 1.3.x. I had no more focus on my image. The SDK does a distortion for me that separates the image on each eye. I assume this happens because the SDK wants to consider the IPD. That my rendering process IS NOT taking care (again, both cameras are in the same position). It's just like rendering in mono, however, I need render each eye separated (because my CONTENT will be stereoscopic). It should not matter, in fact. I am using 1 texture half for each eye, and rendering the SAME THING on each side. Is there a way for me to tell the SDK the I WANT IPD = 0? In other words, that my rendering process will not shift the cameras? What am I doing wrong?
I would like to be able to modify the camera orientation on games with VR support (DiRT Rally for example) externally, to be able to better integrate with external devices. Previously (SDK 0.6.0.1) this could be achieved by modifying the code of the runtime DLL (LibOVRRT32_0_6.dll), and offseting the sensor values it returned.The problem now is that I cannot find the source code/project for the latest versions of the runtime DLL (>= 1.3.0). Is this not available/offered anymore? Will it be available anytime soon?
Hello, with previous versions (e.g. 0.8) of the SDK, I could turn off positional tracking in an application by calling ovr_ConfigureTracking(), being sure to omit the ovrTrackingCap_Position flag. It seems that the latest SDK doesn't expose a way to disable positional tracking...is that correct? Any workarounds? (Yes, I'm aware that VR is infinitely better with positional tracking, but this was being used to recreate a "legacy" VR application that lacked positional tracking.)Thanks,Glen.
Hi so I am trying to get the Oculus SDK up and running on my computer while waiting for my headset and saw in a past tutorial that there is (or was) a method for using a virtual headset to test your code. No sensor input or anything, just a window showing the current view. Is there a way to do this now days?Thanks!
I am still running version 8 as i am poor and cannot afford a graphics card good enough to run 1.3 is there much difference between 8 and 1.3Thanks guys
I have not yet bought the full version of oculus, but since i have not been testing out the Dk2 version i bought in a while back, i am not sure what runtime drivers to use. I tried installing the full version runtime software but it says somethings are not supported when i am in the studio, i can see the fire Place and the menus but i cant seem to interact with it, also it says its not fully supported, so i would like to know whats the latest runtime program to use for the DK2.
The current documentation is very vague when it comes to the high-quality layers feature. In particular I cannot find any good documentation of:ovrTextureSwapChainDesc.MipLevels: What does this change exactly and why is it set to 1 in all the basic examples which apparently do not use mipmapped textures? What value is recommended here for a high-quality layer? All I know is that I get a black screen when increasing this to 2.ovrTextureSwapChainDesc.SampleCount: The only information I could find is "Current only supported on depth textures", which confuses me since I wasn't even aware that I can pass depth textures. As far as I can see we always pass color textures anyway? ovrTextureMisc_AllowGenerateMips: The misc flags of ovrTextureSwapChainDesc allow to pass this flag. I haven't found anything on that yet. What does it do and is this a requirement for a high-quality layer? In OpenGL does this take care of calling glGenerateMipmap for instance?What other things are required to get hig
Hello everyone,From what I understood (https://developer.oculus.com/documentation/publish/latest/concepts/publish-prep-app/) if you want your app to be published on Oculus Home you need to submit a .exe file to Oculus "If it is for Gear VR, you will submit an Android APK. If it is for Rift, you will be submitting an .exe file. ".My problem is that when I build VR apps with Unity the .exe alone won't work if it's not with the "Data" folder. Does anyone have experience with that? Should I include all the files in a .zip and submit the zip to Oculus?Thank you!Baptiste
See this article for details: https://support.oculus.com/1267582579925778
Order processed and received my tracking number. Huzzah!Feel a little silly but have run out of places to look to see where i can enter the tracking number to be able to, you know - track the order. Anyone know?
As a game developer and book author how can I get a set of Touch controllers now to be ready for their launch?
I believe the SDK previously included precompiled dll files - is this no longer the case? I've not been able to find them. Are there plans to restore these? It'd be super useful for my purposes.
Is there a way to get the values displayed in the Perf HUD programmatically through the API, perhaps through ovr_GetInt? Specifically, the "Unused performance" value could be very useful in dynamic performance scaling.
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