PCVR/Link Development
Recently active
So I've done some coding before and decided to give the Oculus SDK a shot. Given my setup I installed the OculusSDK folder at the top of my D drive and checked my C drive's program files to make sure I had the Windows 10 SDK installed. Everything looked good, but when I opened the VS2015 DX12 demo of OculusRoomTiny the first thing I noticed was that the sdkddkver.h and Unknwn.h includes were erroring out as well as several references in the code.Are these files something that's being imported from the Windows 10 SDK? If so, why would it be erroring if I have the matching SDK version?
Reposted from Unity forums, just in case this looks familiar:Hi VR team,I have some strange culling issue. Doesnt seem to be based on occlusion culling and its not a skinned mesh. Only happened after 5.3.4. Possibly an Oculus optimization issue? Any insight would be helpful, thanks!See vid:https://www.youtube.com/watch?v=0FJ0oi3NTLY
Hi everyone,So we're trying to run a simple build that we exported out of Unity 5 on a computer that does not have Unity on it (only including that so you have all info). The issue is, when you launch the build, the audio comes through the headset, but the video just takes you to that zen living room scene with the fireplace that has your account and Oculus store. The tracking doesn't register in the build and, while it plays, it just faces whatever direction I had the camera rig facing in the given scene. We've tried restarting the machine but to no avail. I've also gone into the Oculus general settings and made sure to check the box that tells the software to recognize unknown apps. We've gotten it to work on another machine and the settings seem identical, but the physical system specs are not.Anyone have this problem, or know a possible solution? Thanks!
Has been unable to sign in,Why? :s
Am I totally stupid? I Can not find it in the 1.3 SDK or somewere else!
HiyaFor Oculus staff or Devs that have touch. Im making game that utilises gamepad like controls, but also hands. Im wondering how the touch controls feel on the thumb in terms of feeling like a console controller. Do you think it is close enough to be comfortable playing console-like mode with the touch controller for a period of time?Mainly Left thumb analog joytick walk ,right thumb camera rotate. I presume there are a range of buttons I can map to.Cheers-P
Is there a way to get Screen. to refer to the Rift display instead of the main monitor display? I do some UI work based on resolution of the monitor, and I need to know what's going on in the Rift to set it correctly.I don't see any way of getting the resolution of the Rift screen from the current framework.Also- it seems that input.mousePosition is based on the same Screen, meaning the main monitor. Any way there to use the Rift screen as the basis for "Screen"?Thanks
I found a site that offers a neat way of calculating your IPD, and hadn't seen it mentioned here:http://pd.warbyparker.com/You just need a webcam and a credit card to use as a reference in the pic (don't worry, you only show the back-side to the camera - no numbers). At the end, it asks you to send your results to the doctor, so it must be a tool for their patients, but I just cancelled out at that point, after I got my measurements.It worked well for me in Firefox, but it didn't work in Chrome.
Who does not love to read white papers on Friday afternoon ?Foveated 3D Graphics : Eye tracking and multi resolution rendering. Because CV1 lack it but some will come soon with it (http://www.getfove.com/)---Feel free to contribute with the good ones you find.
I need to disable distortion and other built-in visual effects. (anti-abberation, barrel-distortion, etc)It is possibly in demos: EyeLayer.Header.Type = ovrLayerType_Direct;Just a quick question: how to do it in Unreal(or Unity) Engine? (I want to know where I should start coding)
Hi,I got something strange since I upgraded my Engine to support the new SDK 1.3. I'm working with the DK2.When I move my head, the tracking randomly lags. I fix it by calling twice "ovr_CommitTextureSwapChain(session, textureChain);" before to submit the frame to the Rift. It's quite strange because the OculusRoomTinyGL works well with just one commit. :/I have two differences with the Oculus' sample:- I render stereo views in the same buffer instead of two separated;- I call "ovr_Initialize", "ovr_Create" and "ovr_GetHmdDesc" from the main thread and everything else from another thread (the "engine's thread")To retrieve the Pose, I tried two methods:#ifdef POSE_METHOD1double ftiming = ovr_GetPredictedDisplayTime(session_, frameIndex_);ovrTrackingState hmdState = ovr_GetTrackingState(session_, ftiming, ovrTrue);ovr_CalcEyePoses(hmdState.HeadPose.ThePose, hmdToEyeOffset, eyeRenderPose);#elsedouble sensorSampleTime;ovr_GetEyePoses(session_, frameIndex_, ovrTrue, hmdToEyeOffset, eyeRende
VR is new to me, but this technology is too exciting not to get into. I would like to create high quality, 180+ stereo, 4k videos with binaural sound. I've been searching around on my limited free time and believe you guys can be my biggest help. I've got a lot more to read and learn, but hoped you wouldn't mind if I jumped in with some questions and an introduction.Firstly, are there any pre-built 4k 180 rigs? I see 360heroes, ricotheta, and a bunch of other not yet released 180-360 setups (like lucidcam), but haven't found any 180 stereo cameras.Second, is my best bet to go with two GoPro Hero4 Black cameras, or are there are other small/suitable options I should look into? I want 4k and imagine the 24+ fps is also important. Other 4k cameras I see are all big DSLR style and don't think they'd be suitable for a natural IPD.Of course, Hero4 doesn't have Dual Hero syncing available yet, but I need to create high quality 4k content and would love to find solutions. You'll like it
Here is a 180 equirectangular stereo movie done with a twin Gopro 3+ Black righttps://www.dropbox.com/s/gslyccr43c8whwy/eveleighmarkets.mp4In VR Player under Media you need to set Format to Side by Side and Projection to DomeUntil recently there was no way to get good synchronization reliably with recent Gopros for stereo but there is now a sync cable you can buy from http://3dguy.tv/ which works well. I am not sure if the concept behind it can be extended to work with more than 2 camerasBasically my rig for this video looks like this http://www.mediavr.com/gopro3plusfisheyestereorig.jpgwith replacement Sunex lenses to get about 180 by 150 degree coverage on the 1920 by 1440 format on the GoprosIt is very simple to shoot 3d for the Rift with this because all you need to do is hold the camera level and point it generally in the right direction. For more accurate composition I can plug a Gopro LCD Backpak into the cable or I can plug a 7" monitor into the HDMI socket of one or other of
Hi there,I'm feeling a bit lost after searching the Oculus developers site back and forth serveral times now. My question simply is this: How do I set up my DK2 from scratch (drivers and all) on Windows 10?Every way I followed lead to the download page which supposedly contains the runtime, but only offers the SDK. The SDK does not contain any setup files.The OculusSetup.exe I found eventually somewhere else entirely (not in the Downloads section, oddly enough) only seems to work for the CV1.I know there used to be a download page for runtime releases, the latest being 0.8 or something, I believe. Where has that gone to and why is it so hard to find?Any pointers will be very much appreciated.BRChristian
I bought the DK2 over a year ago when it released. I struggled to make it do what I wanted to - user skill / knowledge issues, so put it down for a while. Just picked it up again to have another go and checked - all worked OK - was on 0.7 runtime. First thing update, right? Well that stuffed it!!! Removed the old runtime and get as far as "Update your Graphics Card Driver" and can't get the thing to run, despite that being no issue. The DK2 is happily being Monitor 5, no VR of course.I have current nVidia drivers (364.72) and a pair of ASUSGeForce GTX 960 Strix DirectCU II OC 4GB which I only bought a month ago and am pretty annoyed the base setup for the Rift is now said to be GTX 970 when I will be astonished if the 960's aren't up to the task as it was running perfectly well on a pair of Inno3DGF GTX 460's before that. Could this "970+ policy" be what is stopping the install from completing? Anyone know why 970's were picked - is this a sales partnering thing or are there real reaso
Hi, My DK2 runs perfectly with the latest Oculus Home (1.3) and so do the bundled apps. However when I try to compile the SDK 1.3 samples none of them work. The OculusWorldDemo throws up the error message: "ovr_Initialize failure. fffff447". OculusRoomTiny throws up the error "Failed to initialize LibOVR". I cant see a runtime version issue as being the culprit as I seem to have the latest. Please help !ThanksSanjit
Normally my Rift application runs fine, but sometimes the Runtime decides the Camera might be positioned high, while i am sitting. Then everything is shifted down. If you stand up, it might guess you are not over 2.5m and go back to a sitting camera height assumption.However, this is unsteady and I have not yet found a way to force it or even detect the offset. Is this a known problem and what are the solutions to this?
hi, sorry if this is a repeat but I can't find a difinitive answer.can u use consumer rift to develope on? If not what do I use? No more dev kits are available it seems for any VR device.
Update:I've now updated the sample to build with SDK 1.3.2. Get it from the newer repo here.---I find the OculusRoomTiny D3D11 sample is still a bit larger and more complex than it needs to be to make for a truly minimal sample. I spent some time trimming it down as a learning exercise and thought others might find it useful so I've put it up on GitHub.This cut down version is a single file, < 800 lines and doesn't leak D3D objects the way the official sample does. I find it's useful to have something minimal like this to test with when trying to update a project to a newer SDK, hopefully it's useful to somebody else too.Edit: for SDK 0.8 support and for future versions go here.
Using Oculus SDK v1.3, how do you determine when the user has dismissed the Health and Safety warning screen that appears when the application is launched?Thanks
I'm migrating my C++ OpenGL application from OculusSDK version 0.7 to SDK 1.3, and I'm running into an issue with ovr_Initialize(). It is returning ovrError_LibLoad (-3001). I didn't have this problem with the previous versions of the SDK and Oculus Runtimes.I've installed the Oculus Home application (OculusSetup.exe), which includes the runtime DLLs I need. They are located at C:\Program Files\Oculus\Support\oculus-runtimeovr_Initialize() is calling OVR_LoadSharedLibrary() which calls OVR_FindLibraryPath() which calls SearchPathW(). SearchPathW() isn't finding that path (C:\Program Files\Oculus\Support\oculus-runtime\LibOVRRT64_1.dll) in my application.If I copy LibOVRRT64_1.dll and LibOVRRT32_1.dll into the directory with my application executable, then it works just fine.When I run the sample application (OculusRoomTiny (GL)), it finds the directory just fine. When I debug it, everything seems to be executing the same as my application, except
I've been working on updating my experiences for the CV1, so far I've run into the same problem in different ways on every one of them: some of my audio will get hijacked properly and some won't. The audio that doesn't send properly to the Rift headphones is usually playing through some separate channel from the Game Engine, like the AVPro video plugin on Unity or the Two Big Ears renderer in Unreal. It plays out of my standard motherboard headphone jack.I have reported this to the vendors of those plugins (if there is relevant documentation I can point them to, it would help --- this does not seem to be very enlightening: https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-vr-audio/).Anyway, in the future I think it would be awesome if we had an explicit way to easily choose whether to play an audio clip through the Rift or through the standard motherboard soundcard path (since this is already accidentally working). It would allow developers to easily activate special
I'm trying to trigger the vibration on the Xbox controller using the ovr_SetControllerVibration function with the 1.3.0 SDK, but the controller does not vibrate at all. Here is how I'm using the function:ovr_SetControllerVibration(session, ovrControllerType_XBox, 1.0f, 1.0f);The return value is successful, but the controller does not vibrate. Does the Xbox controller support vibration or does it only work with the touch controllers?
Working on a 1.3 SDK plugin.I run ovr_Initialize succesfully : The health & safety warning pops up.But immediately after that ( before user dismisses the warning ), the ovr_Create gives me a -1006 ServiceError, with no verbose ovr_GetLastErrorInfo errorString to give more clues. Any ideas what to do? Have been snooping at logs and such but no solid clues anywhere so far.
Hey people,I'm updating a mod that provides native head tracking to GTA V, and it's meant to work with the stereo injector VorpX.What the user sees is a menu which allows "VR mode" to be turned on, which then calls ovr_Create() to start the session. Without VorpX, this does not have any problems, and I get control over the in-game camera as expected. When VorpX is running, ovr_Create returns -1006 (ovrError_ServiceError), and I am unable to get any further information using ovr_GetLastErrorInfo().VorpX does come with headtracking built-in, so I assume it has created its own session with the Oculus service. Is the Oculus service unable to support two sessions at once?This mod has previously worked with runtime 0.8 and VorpX 0.9.1.ovrSession oculus_session;ovrGraphicsLuid luid;ovrResult result = ovr_Create(&oculus_session, &luid);if (OVR_FAILURE(result)) { ovrErrorInfo errorInfo; ovr_GetLastErrorInfo(&errorInfo); LOGSTRF("ovr_Create failed: %s\n", errorInfo.ErrorString);}
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.