PCVR/Link Development
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Despite there being provided VS2010 projects for LibOVRKernel, the code itself utilizes language features/standard libraries that require VS2012 or later. Specifically, std::atomic, the use of enum class, the use of variadic templates (template<typename...>, which requires VS2013 IIRC), and the use of <filesystem>. This appears to be confined to the Logging system, and probably wouldn't be very hard to rectify aside from the variadic templates.LibOVR builds without issues in VS2010.I'm hoping to get by without needing to build LibOVRKernel at this release (I've needed it for utilizing a custom memory allocator in previous releases), but that's a subject for a different post.
When we setup our game in the My Apps section of the Oculus Developer portal, it asked the question of whether our game supports a Non-VR mode. Our game does, but right now we're having trouble finding information regarding how Oculus would like to see Non-VR support handled. Does Oculus want the game to switch between Non-VR & VR modes automatically when the headset is removed? Does Oculus want there to be an option in the game's menu system? Right now, we lean towards a methodology where the game is put into its VR or NonVR mode at start. Is this something that can be supported through Oculus Home, having multiple ways of "starting" a game? For example, can we have different launch options apply different command line arguments to the base executable?
Reproducible with OculusRoomTiny (DX11), OculusWorldDemo (DX11)I have a DK2 and an NVIDIA GTX750, which is lower than the recommended spec, but should be enough for development purposes, as I can control how much work I give to the GPU in my engine.The issue is that if I don't give the GPU enough task, after some seconds, the Compositor GPU Time goes up gradually: First 1.7msec, after a second about 3msec then another sec later 5ms, and goes up to 11msec. Queue ahead also goes up to 10msec, and Missed V-sync count goes up continuously, as if every other V-Sync is missed. (In the first seconds there is no V-Sync miss)I can fix it if I render the whole scene several times in OculusRoomTiny.Oculus WorldDemo and Oculus Home works by default, because they give the GPU just enough work. But if I comment out the RenderEyeView() call in OculusWorlDemo, I experience the same problem. A simple Sleep() does not seem to work, I have to actually keep the GPU busy.Everything worked fine with the 0.8
Hello, I would like to know the timing of delivering Oculus Rift to Seattle, the payment methods and the guarantees of compliance with the delivery period.
Download and install ProcessExplorer [1]. Open ProcessExplorer and select Find | Find Handle or DLL...Type in LibOVRRT64_0_8.dll and click Search button.My computer crashes.Any thoughts?As a backstory I was trying to look into why we occasionally see crashes in ovr_Lookup() from this dll with our Unity3d based VR application despite the fact that we are using an HTC Vive.[1] https://technet.microsoft.com/en-us/sysinternals/processexplorer.aspx{ "Time": "2016-04-05_16:12:21", "SDK Version": "0.8.0.0", "Local SDK Version": "0.8.0.0", "Service Running Time": { "Hours": 0, "Minutes": 13, "Seconds": 22 }, "Display Status": { "Display Mode": 2, "Win10 Native": { "Capable": 1, "Available": 1, "ResultCode": 0, "Status": "DXGI 2 Preview available" }, "IHVDirect": { "Capable": 1, "Available": 1, "ResultCode": 0, "Status": "Direct Display available" }, "Legacy Direct": { "Capable": 0, "Available": 0, "ResultCode": -3005, "Status": "OVRDirect not supported on
I am using SDK 0.8 with the latest nvidia drivers (361.43), attempting to integrate the SDK into my own engine. Unfortunately, when running multiple monitors, it seems that ovr_CreateSwapTextureSetGL() always returns -1006 ("ovrError_ServiceError"). If I disable all but 1 monitor everything functions as expected, but when multiple monitors are active it fails every time.Engaging my google-fu, it seems like I am not the only one to run into this issue, but I have not heard found any official sources to fix it other than "use DirectX instead" or "just use a single monitor." Is this an issue that is already resolved in SDK 1.0?
I have a DK2. I'm from China. After tons of breaking, I installed the runtime of 1.3.But when I clicked the icon in the desktop, it's always "network error".I could log in with my email and password in Forums. What should I do next?Thank you!
Java bindings for SDK 1.3.0 are now available. Many thanks to Github user crramirez for the bulk of the work doing this.The source code can be found on Github here. Example code can be found here.Developers using Maven (or a Maven compatible tool like Gradle) can declare a dependency on the following artifact: <dependency> <groupId>org.saintandreas</groupId> <artifactId>jovr</artifactId> <version>1.3.0.0</version> </dependency>Currently this library has only been tested on 64 bit builds of Java, and it may not function on 32 bit versions. As the Oculus SDK is windows only, this library is as well.
I have an app which supports multiple display modes, of which the Oculus HMD is just one. I can start the app in desktop mode and go into Oculus mode, or start in Oculus mode just fine. However, when I leave Oculus mode, I call ovr_Destroy(session)ovr_Shutdown();However, this does not return the HMD to Oculus home. How can I release the HMD properly?
Howdy,I'm trying to experiment with viewing red/cyan anaglyph photos and videos using the Rift. I tried rendering a transparent cyan layer over the right eye and a red over the left, but it didn't seem to do the trick. Has anyone messed with this? Can anyone provide some insight into how this might work? Thanks so much.VRex
Hello,At first everything was fine, i packed my two eyes in a single surface, then i tried to use one swapchain per eye and LibOVR cross the streams... :( After that only the left eye display something that is in that the right eye, the other is black, after messing around and turning mad on very weird behaviors, i tried to repro in OculusRoomTinyDX12 and yes, i am not crazy, two line changes and i get the same behavior. And of course the two line changes are absolutely legit in regards to DX12, of course.So in MainLoop function, at the for loop over the two eyes, you just have to move "DIRECTX.SetActiveContext(eye == 0 ? DrawContext_EyeRenderLeft : DrawContext_EyeRenderRight);", remove the eye test and just pick a context. And at the end of the loop, move "DIRECTX.SubmitCommandList(DIRECTX.ActiveContext);" just after the for loop.Technically, it means that you are rendering the full frame in a single CommandList ( much like DX11 immediate context ), it is absolutely legit, all the bar
Hi,I'm porting from 0.8 to 1.3, cant find much info about Eular angles and SDK 1.3 My code looks like this HmdFrameTiming = ovr_GetPredictedDisplayTime(HMD, 0); ovrTrackingState ts = ovr_GetTrackingState(HMD, ovr_GetTimeInSeconds(), HmdFrameTiming); ovrPosef pose = ts.HeadPose.ThePose; pose.Rotation.GetEulerAngles<Axis_Y, Axis_X, Axis_Z>(&output->yaw, &output->pitch, &output->roll);Problem is the new ovrPosef type does not have the Rotation property
Hey all, My CV1 should be here any day and I can't wait, and I look forward to ordering the Oculus Touch controllers as well... The only question that ever bugged me when thinking of this on comparison with the Vive, is... I know that the Vive delivers 'whole room' vr, but I'm not really interested in whole room.... However, it would be nice of I could stand up and at least take a few steps either way with the Rift.... I wonder if oculus rift games could still give some sense of mobility, crouching, etc with the current state of the sensors.... Thanks!
What is the proper way to get rid of the health and safety warning in Unity?In OVRDevice.cs, I tired commenting out this:if (HMD != null && Input.anyKeyDown && HMD.GetHSWDisplayState().Displayed) HMD.DismissHSWDisplay();and adding this to the end of Awake():HMD.DismissHSWDisplay();But that only works in the Editor but in the standalone version the head tracking stops working and the warning is not removed.
My game bloxyz has been UNDER_REVIEW for a while now. In the mean while I have an improved description and improved icons/artwork which I'd really want to update, but I can't. Am I missing something?I know that on other app stores this is also the case while "waiting for review", however on those stores the waiting time is ... predictable.I could probably cancel and resubmit, but I haven't even found how to cancel a submission!
Discovered that since ovr_ConfigureTracking is no longer available there is no clear way of disabling positional tracking.The OculusWorldDemo still have the option visible to disable the positional tracking ('X' key) . But enabling/disabling positional tracking has no effect.
While I'm waiting for my CV1, I wanted to test SDK 1.3.0 with my DK2. But where can I find the Runtime for it? I see only OculusSDK but no Runtime download. Have I missed something?
Hey,Trying to install the oculus software.Running a legit and activated Windows 10 64-bit, and no updates availableRestarting my pc and trying again wont work.Any tips?
I was able to successfully install the Xbox Kinect to my PC and use the 3d Scanner. I can verify that kinect has worked. Granted, I have not used it for development in .8, but ever since I upgraded to Oculus SDK 1.3, it seems that the Kinect doesn't work. It just seems to constantly turn on and off.I was able to uninstall Kinect's SDK and driver and reinstall. On the reinstall I'm able to 3d scan for the initiall install. As soon as I turn on the Store, all hell breaks lose.I also just installed Leap Motion. I'm wondering if there is any bugs with this setup as well. I'd think not given that Altspace uses that setup. In any case, just checking if any other Devs have experienced the same issue and seeing if anyone has resolved it thus far. Thanks for any input!
Hi all, I made one exe by unity3d. In that, from exe i want to play video(360) , so video is playing good, but after exiting video my rift display gone, tracking is working fine. But my exe not visible on my rift. Please help me. What is the solution for it.
It appears to be the case that the new 1.3.0 runtime is doing something "interesting" with mouse focus/exclusivity, namely that it is somehow forcing the mouse cooperative mode to be foreground exclusive for the currently running VR app (global mouse cursor is gone until VR application loses focus). My project is specifically and intentionally NOT setting mouse exclusivity (at least when in its own dev mode).Is anyone else getting this behavior?I think I can understand the general reasoning behind this (prevent the user from inadvertently clicking on something with the headset on, which might make the VR app lose focus, etc.). However, I think this is really best left to the application itself, or at least as something you can switch off for dev purposes. It's not the end of the world, but it's an annoyance, and I could see how changing the system mouse behavior might cause issues for some applications not expecting it.
Hello, I was hoping somebody could help me by testing an Oculus SDK 1.3 build of my work in progress game, Being a Bird. I haven't tested myself in the Rift since it was built with the Oculus 0.6 SDK, but it built fine in 0.8.0.0 and 1.3 SDK's. I 'm wondering if the game is broken with the CV1 or if it works OK. If you have a CV1 Rift and have some time to spare please have a look at my game for me and let me know if it works or not. Also please let me know if you happen to try this with a DK2, if it works or not.Thanks in advancehttps://www.dropbox.com/s/yt614xcxo284s9e/Being_a_Bird_alpha-OVR_SDK_1.3.zip?dl=0
Hi all I'm trying to get everything setup and running smoothly in the oculus home with my DK2. Yesterday it was flawless but today I've been getting Judder like crazy. I've been experiencing judder in dreamdeck, 360Video and oculus home.My system is a bit underspecedI5 4670K at stock speed right nowGTX 760 at stock speed8GB ram at 1600however I've been monitoring the GPU, CPU and memory usage while experiencing judder. The cpu and memory usage max out at about 40% and the GPU at about 84%. does this mean they are not causing the issues? I mean they aren't maxed out. I'm gonna overclock the GPU a bit, what else can cause Judder? I tried restarting the computer a couple times.
https://forums.oculus.com/developer/discussion/comment/307463#Comment_307463Pursuant to my previous threads on the topic (see above), I have good news to report from the land of DK2 below-spec folks.On the development side, I'm pleased to report that running on my below-spec GeForce 560Ti continues to function just fine after upgrading my project to SDK and runtime 1.3.0. As previously discussed, the Kepler-or-better NVIDIA requirement is actually incorrect, as the NVIDIA Gameworks SDK the runtime is built on top of actually supports 500-level cards or better.Further, I'm surprised to report that all of the VR experiences available through the release Oculus home, including Dreamscape, Lost, Henry, and Lucky's Tale all actually run at quite an acceptable framerate (smooth, no judder) on my setup. This could very well be a result of UE4 doing a nice job of catering-to-spec for performance on those projects, but it was a very pleasant surprise.Just thought I'd let those devs
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