PCVR/Link Development
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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
I am helping to make an Adult Erotic VR experience (for the Rift) in Unity and as an adult experience it can not be sold on Oculus Home or Steam. I would be most grateful if anyone has any recommendations of companies offering solutions for any or all of the following :Piracy ProtectionDownload serversPaymentsSo far we have found ImagineVR provides all three but we would like to see if there are any competing services for one or all of the above parts.Many thanks
We are working with our own custom plugin, and are now a bit stuck on how to pass the GL texture handle we have to the ovrLayerEyeFov ld. ( 1.3 SDK )ld.ColorTexture[0] = ?
Sorry for that stupid newb question, but should I turn VSync off, on, doesn't matter or depends on?
I find out the LibOVRPlatform32_1.lib sits in PlatformSDK/Windows folder, but where is LibOVRPlatform32_1.dll? Do i need to build it from source code?
I'm on SDK/runtime 1.3.0, have been using DK2 with my own X360 (wired) controller attached, and have noticed that the Oculus runtime/home software is a bit flaky with regards to managing the X360 controller. Shutting off the HMD, and/or closing the Oculus home software will sometimes deactivates my X360 controller (system thinks it's not plugged in/controller is not lit). I can work around this by turning on the HMD, restarting the Oculus home software, then shutting them down a particular order.Anyone else seeing this?Presumably this is some kind of side-effect of the new built-in controller support. As mentioned, I can work around it, but it's annoying.
Now every time I run one of my rift programs on the DKII it's starting up your oculus experience/store app, opening a window etc. This also causes my dual monitors to flicker on/off when it starts up - this didn't used to happen. Which also means I have the sound running from the VR experience/home app continuously which is VERY annoying when developing and iterating on things from visual studio.As developers we need to iterate fast on changes, have our desktop windows setup and ordered how we want them, and any annoyances like that add up to frustrate.Also in general feedback from the consumer/user experience end as well I have noticed the lack of immediacy is frustrating with a lot of apps with boring introduction and logo sequences that waste my time - a frustration that is magnified in VR.Please fix these things soon.Otherwise congratulations on an initial launch that was overall well done and is a good start for all. Interestingly 'Luckys Tale' camera is the firs
So the big question. If Steam Games can't run because you're blocking apps you don't approve. How are games that use Steam Achievements, Steam Workshop, Steam Matchmaking, etc supposed to work.I realise that you can get them to work by setting some options in Oculus, but given that most users wont know how to do that and will simply declare the game doesn't work, how does that help.I just finished an Expo telling people how wonderful the Rift is, and that all these features will be available, and today I find out that unless they know how to tweak their options my game wont run. What's worse is that some of them will down load the demo and it wont work!How can I evangelise the Rift if it wont run my game.What's you plan to resolve this now you've decided you want a walled garden?
Where do I enable the emulated device when using the 1.3 SDK? Or have this option been removed?
Says you can in store and there is a category for it in the app in home. Cant find anything anyplace about it.Thanks
Is there any good set of instructions how to port code from 0.8.0.0 SDK to 1.3.0 SDK ? I see simple changing the header does not work. The functions are not only renamed, but changed as well. I miss ovrTexture and ovrGLTexture definititons, ovrViewScaleDesc structure changed, ovrProjection_RightHanded is undefined e.t.c. ... e.t.c. ... Some good list of everything what should be changed and how will be useful.
Pursuant to my previous threads on the topic, 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 who are still plodding along in unsupported spec land know that, at least for DK2 setups
Anyone in the area. Looking to be inspired and inspire. These are amazing times. I can code and have done minimal tutorial based development on my own. 20+ years in software development - artistic on the side as my passion dictates.
I eventually found the time to clean up my example code. As a result, I have published a small Rift example project on GitHub. It's written in Scala and uses JOVR. I tried not to use a lot of fancy Scala stuff, but rather trying to make it look a bit like pseudo code (okay, there are still things to clean up on my todo list, but it should do). The actual Rift code is just a few hundred lines of code. So hopefully it is useful for programmers in other languages as well. BTW: You do not even have to have Scala installed to run it. If you just want to run the demo out of curiosity, I have written a small HowTo on the GitHub README.Unfortunately, I still have one big issue: Judder. I'm currently experimenting with two approaches: Timewarp on + vsync on (running at a steady 75 fps, so it looks like the SDK syncs w.r.t. the correct display), and timewarp off + vsync off (via hmdCaps...). In the latter case, my demo runs at about 500 fps, so it takes about 2 ms to render a frame (which I can
I'm developing on a 4-year old MacMini that's running Windows 8. I haven't updated my Rift Runtime since 0.5; so as I jumped to 1.3 I started getting the "Headset Not Detected" problem - I assume this is because the MacMini doesn't have a dedicated graphics card. I'm deeply in the red on my project; I ran out of funding long ago; so I'm reluctant to buy a new PC. Is there any way to make this work? I'm fine with going back to an earlier SDK and Runtime as long as it will still work for end users, but don't know where to find them.Thanks in advance,Jamie
Hello does anyone know if the DK2 will still be supported in the Oculus Rift software centre? I am thinking of testing that with the software centre till I get around to getting the retail version. I am really hoping the DK2 is not dead?
When running the new 1.3 sdk's world demo (tuscany), there's no audio playing, just silence.But when I exit the program, the audio starts up, I can hear the fireplace and the fountain. These sounds continue from now on even though the demo is closed (I checked task manager, it wasn't just the window closed, the exe is stopped too).To stop the sounds playing I need to shut down the Oculus home app, it appears to be the thing playing them.(This is on a DK2, so maybe it's a bug due to using my motherboard audio instead of CV1 dac)
I am a bit sick of removing non present files form the VS-solutions over and over again, so they don't recompile every time. And this is just one example :)
what a start! will i do instant reverse engineering like i did the previous months with the OVR-SDK, or will a integrate the vive better. i guess i will have lots of fun with my vive and check back in some days...
I have a pc app that I want folks to be able to see in the Library. My app is not in the oculus store. how do other apps like Virtual Desktop do it?Thanks
In previous SDK releases (pre-0.8), I had been defining and passing in my own custom memory allocator for the oculus runtime to utilize, which had required diving in to LibOVRKernel and calling OVR::System::Init/Destroy manually, etc.. The ability to pass in an allocator had been removed in 0.8, but somewhat surprisingly it hasn't resurfaced in the proper interface for the consumer SDK release.I'm more than happy to not have to delve into LibOVRKernel to do this (especially since those projects don't build in VStudio 2010), and perhaps it's a little less critical for PC development, but for those of use keeping a close eye on our memory tracking/allocations, I'm surprised this hasn't come up more often.When might we expect to see the ability to use a custom allocator again?
what is the IID or GUID passed in as 4th parameter?
The use of lipo batteries like on fat sharks and wireless HDMI video and USB through bluetooth for wire free movement?I'm not saying the one w/ the backpack but a lipo to attach to the head for some game play that can be recharged later.
I'm working on a desktop app with Oculus support, meaning we call `ovr_Detect` at startup to determine if we should enable the Oculus menu items. However, this function appears to rely on a named global event called `OculusHMDConnected`. The problem is that if I now build against the 1.3 SDK, and a client has the 0.8 runtime installed, `ovr_Detect` returns true, but none of the other functions work. This is a giant pain in the ass. It would be nice if Oculus updated the SDK and runtime to use a different global event name for the production build than for the pre-production build.
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