PCVR/Link Development
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Hi everyone, I've been silently lurking these forums since the beginning but this is my first topic. I'm developing an OpenGL game engine for a project at university and I have a basic graphics engine with Oculus support with the latest (0.8) SDK. Mirroring works fine but I really want to mirror a single undistorted view to the monitor instead of the standard stereo view, I know I saw either a forum post or an article a few months back demonstrating exactly how to do this but I can't for the life of me find it now. Any help would be appreciated.
I'm getting double vision issues on the little red cube at the bottom of the scene in OculusRoomtiny. To see it, in Win32_DirectXAppUtil.h I remove all of the models except for these two: TriangleSet cube; cube.AddSolidColorBox(0.5f, -0.5f, 0.5f, -0.5f, 0.5f, -0.5f, 0xff404040); Add( new Model(&cube, XMFLOAT3(0, 0, 0), XMFLOAT4(0, 0, 0, 1), new Material( new Texture(false, 256, 256, Texture::AUTO_CEILING) ) ) ); TriangleSet spareCube; spareCube.AddSolidColorBox(0.1f, -0.1f, 0.1f, -0.1f, +0.1f, -0.1f, 0xffff0000); Add( new Model(&spareCube, XMFLOAT3(0, -10, 0), XMFLOAT4(0, 0, 0, 1), new Material( new Texture(false, 256, 256, Texture::AUTO_CEILING) ) ) );I then look down.Can anyone else try this and let me know if they're getting double vision as well? :)Thanks :) I don't seem to get double vision in other applicatio
Hi,I'm currently developing an Oculus Rift game in Unity which I would like to publish on the Oculus Store when it opens. I haven't been able to find any information on how to Copy Protect my game, however.Will Oculus provide the infrastructure or an SDK that enables game developers/publishers to protect their content from piracy, or is this something we have to take care of ourselves using 3rd party components?Tnx,Geert
I want to start messing around with creating VR games and apps using the Unity and Unreal engines but I don't have a DK2. What are my options..?I've ordered an Unofficial Cardboard 2.0 Plus from the States which should arrive during the next week or two, and have noticed several SDKs that are available for Unity - the Google Cardboard SDK, the Oculus SDK and the Steam SDK.Now as far as I understand things the Steam VR SDK allows you to create games and apps for both the Oculus Rift and the HTC Vive. Is that right..? So I could develop an app or game using the Steam VR SDK and it will work fine once both HMDs are released..?Or have I got things wrong..?I've also been looking at Trinus VR which allows you to play PC games using a smartphone and Google Cardboard-type headset.So what would be my best bet? To develop these games using the Steam VR SDK and then use something like Trinus VR to test them..? Or is there some other way of doing things without having to fork out for a DK2?Thanks
When i try to connect the oculus to my new PC, windows says it failed to recognizeThere is orange light on DK2, but no display on screen, i have tried 0.6, 0.7 and 0.8 runtime. Tried all the things mentioned on interwebs but to no avail.Any help / pointers appreciated.{ "Time": "2016-02-15_19:08:52", "SDK Version": "0.6.0.1", "Service Protocol": { "Major": 1, "Minor": 6, "Patch": 0 }, "RemoteProtocolVersion": { "Major": 1, "Minor": 6, "Patch": 0 }, "Service Running Time": { "Hours": 0, "Minutes": 0, "Seconds": 53 }, "System Specifications": { "Operating System": "Microsoft Windows 8.1 Enterprise Evaluation", "Processor": "Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz", "Graphics Adapters": [{ "Name": "NVIDIA GeForce GT 730", "Video Controller RAM (MB)": 2048, "Driver Version": "10.18.13.6175", "Video Mode": "1360 x 768 x 4294967296 colors" }, { "Name": "Intel(R) HD Graphics 530", "Video Controller RAM (MB)": 1024, "Driver Version": "20.19.15.4352", "Vide
I am working on 3D (360-Videos), I am using goPro cameras, attached to each others in a way that I cover everything.The first steps is recording videos and walk into the place that I would film.First question, at the end of the recording, I would have several separated videos. what should I do in order to make 3D (360-degrees video) by combing the videos from the different sides. Second question, what are the tools that allows me to make this video, and what are the extensions that are available out-there. Would you please clarify things, recommend some articles/or papers that explain things.
hi all,back in the 0.5 days before textureSets, one could simply set one's own textureID to eyeTex.OGL.TexId and call it a day. Could anyone please offer a code snippet/workflow description of how to do something similar with 0.8 in OpenGL?what I tried:- glBindTexture (my own texture (GLuint handle) with a combined left/right image)- get ovrGLTexture* tex = (ovrGLTexture*)&pTextureSet->Textures[pTextureSet->CurrentIndex]- glCopyTexSubImage2D (target tex->OGL.TexID)regards
I am running on a laptop with two video cards:1. NVIDIA Quadro K2100M2. Intel(R) HD Graphics 4600I'm creating a program based on the SDK. After calling "ovr_Create" I can see that the returned LUID refers to Intel card, while I would like it to run on NVIDIA card instead.Are there settings (or APIs) to tell Oculus use NVIDIA adapter?This sounds like a pretty basic question, but I could not find an answer in the forums so far...Thanks,Michael
I know Carmack worked on a scripting language but seems to have abandoned it for the time being.I've seen three.js / webvr, which is cool but a bit juddery unfortunately and not very performant.Any other good, high performance alternatives?
Hello. I got lever programming language to fill left eye screen with red and right eye screen with green. But there's one function that causes my app to crash. Also I got no clue how to compute projection matrix out of the weird Fov -struct.I've opened the LibOVRRT32_0_8.dll dynamically in my app. It's possible that my FFI bindings just handle this one single function wrong. But that'd be statistically very weird. It's not the only struct passing function in this API.ovrSizei ovr_GetFovTextureSize (ovrSession session, ovrEyeType eye, ovrFovPort fov, float pixelsPerDisplayPixel)It's the only function returning ovrSizei and the structure is really short. It might be I'm facing some optimization not perfectly handled by the flavor of FFI I'm using.I worked around the problem by setting texture size 1024x1024. I guess I could work around the function entirely if I knew what it did exactly.Anyways I also have another problem: I can compute perspective projection matrix, but the oculus prov
HiI just tried to change the 'OculusRoomTiny (GL)' to use layered rendering.For this I would need to have GL_TEXTURE_2D_ARRAY or GL_TEXTURE_3D with the left and right texture in it.Unfortunately the textures are created inside ovr_CreateSwapTextureSetGL so that I can not influence creation.I thought this is how 'multiview sets' would be implemented in OpenGL as mentioned here:http://on-demand.gputechconf.com/gtc/2015/presentation/S5668-Nathan-Reed.pdfHas anyone done this successfully?Moreover I tried to blit the texture for the right or left eye to the screen (instead of the mirror texture) without success. Is this the way to go or should the scene be rendered a third time for the screen?
On the Dashboard for builds, my options are LIVE RC ALPHA BETA. I get most of these but what is RC?EDIT: wait, it stands for Release Candidate. Doy.But also how do these channels function? LIVE will push new versions to the user, right? I can set up subscribers to channels, so if I set someone up to be subscribed to the Beta channel, they'll get pushed new versions put on the BETA channel instead of the LIVE channel?
So this was almost six months agoWhere it was stated that Oculus would very generously be releasing theseBut there's been nothing but silence since September (Matt Alderman and Brandon Dillon are unreachable and the guy who uploaded the latter video hasn't responded to my messages)Please Oculus, it would be really wonderful to have these assets soon - help us cement your brand!
There is no clear information on whether the bundle will be shipping outside the US by any of the listed partners.In case it's not, will there be any alternatives?
HiOn the GearVR they have a Cinema and I assume that something similar will be available for the Oculus Store. The GearVR Cinema has or is soon to have a purchasable section for films.Now my question. I have a film I wish to distribute through the Oculus Store. Charging an appropriate amount. Who do I approach to get information on submitting our film for this side of the Store.I understand that this side of the store may well be in it's earlier stages and a distribution system may well note be set up yet. In which case would it be advisable to make an app that runs as a film in say Unity for instance?I can easily make an app for PC and GearVR but would like to distribute the film the best way possible.Any advice on this would be greatly received.All the bestPhil
Is it in the PC SDK? If not, how can it be accomplished - can you use a dedicated thread for ovr_submitFrame or call ovr_GetTime.. or something?There seems to be little reliable info about it.https://developer.oculus.com/blog/asynchronous-timewarp-examined/
Hi, Oculus devs.Aside from modern CPUs, GPUs, and the Oculus hardware itself, is there anything you're finding to fall short in terms of processing power or acceleration? Examples might be AI offload, more physics computation than the GPU provides, etc.I'm a hardware developer specializing in parallel processing acceleration, including massive acceleration in FPGAs, and I'm very interested in contributing to VR in a meaningful way. Assuming the hypothetical hardware acceleration and its drivers could be made to work with a general PC solution, what would be most beneficial to VR as it's evolving?Thanks.-reconfig
A bit confused here, before SDK 0.7 it was possible to detect it and jump to the Intro scene once it has disappeared. Now it is not longer possible, so my question is...is the SDK 1.0 removing this screen for apps in a similar way of GearVR does, and we should't care about this screen?Thanks.ViewPort Studios
HI all, when i call this destructor COculus::~COculus() { ovr_Destroy(hmd); ovr_Shutdown(); }I have an exception that say OVR Error: Code: -3010 -- ovrError_LeakingResources Description: Client disconnecting with active texture sets. This will lead to instability in the calling applicationso I add this to destructorCOculus::~COculus() { ovr_DestroySwapTextureSet(hmd, TextureSet[0]); ovr_DestroySwapTextureSet(hmd, TextureSet[1]); ovr_DestroyMirrorTexture; ovr_Destroy(hmd); ovr_Shutdown(); }With this, i don't have the ovrError but still have an exception exception generated in 0x09233800 in Progetto1.exe: 0xC0000005: ecces violated during execution of 0x09233800.I have translate exception code from italian. Do I miss something when shutting down the hmd? I'm using 0.7 sdk
Just wondering if anyone tried a simple control scheme for FPS games, where the character looks (yaw axis) would be the 'desired orientation' for the 'body' orientation. So you basically move towards where you look, while the stick controls the strafing (meaning forward / back for walk / run speed, and left right for strafe corrections). This would be dependent on movement speed as well. When static, the character body orientation remains static. then you can look around, say up to 30 degrees left and right. When looking past that limit, the character orientation will adjust. The HUD will rotate with the body orientation, so it will always be within a decent visual range. Something I've got to try I suppose.
I am putting together a simulation world for training and note the world I am using is totally maxing out my GTX660ti and in certain parts of the vr world I am only getting a few frames per second whilst in others it is ok. Whilst I know I could cull some details, I would rather upgrade my system. The Tuscanny demos run great on my system but I need this world to run.So if anybody out there has a Titan and they are interested in trying the test to see fps they get can they pm me please.Thanks.
Hi, not sure where the right place to put this is, but I noticed that there's a memory leak in one of the headers included in all the 0.8 SDK Samples. See the following code (pix isn't been free'd):Win32_DirectXAppUtil.h ln 438void AutoFillTexture(int autoFillData){ DWORD * pix = (DWORD *)malloc(sizeof(DWORD) * SizeW * SizeH); for (int j = 0; j < SizeH; j++) for (int i = 0; i < SizeW; i++) { DWORD * curr = &pix[j*SizeW + i]; switch (autoFillData) { case(AUTO_WALL) : *curr = (((j / 4 & 15) == 0) || (((i / 4 & 15) == 0) && ((((i / 4 & 31) == 0) ^ ((j / 4 >> 4) & 1)) == 0))) ? 0xff3c3c3c : 0xffb4b4b4; break; case(AUTO_FLOOR) : *curr = (((i >> 7) ^ (j >> 7)) & 1) ? 0xffb4b4b4 : 0xff505050; break; case(AUTO_CEILING) : *curr = (i / 4 == 0 || j / 4 == 0) ? 0xff505050 : 0xffb4b4b4; break; case(AUTO_WHITE) : *curr = 0xffffffff; break; case(AUTO_GRADE_256) : *curr = 0xff000000 + i * 0x010101;
I am trying to check .exe and .apk of an app that I've been working on before submitting it, and I am using the check_submission.exe command.I've got the correct paths for aapt and openssl configured, and I am getting the following error when I run check_submission.exe filename.apk/exeFATAL: Can't find or execute nm 'nm'.What could be the problem here?
Hi!I've been digging through the wonderful examples in the 0.8 SDK and I've been writing my own application by modifying the tiny room example. I'm currently stuck on trying to update a texture dynamically (every other frame or so), and my DX11-fu is not nearly strong enough to figure it out.Does anyone know how to update for example one of the walls to use data from an image frame (assume data is well formatted in an array with size known)?The Win32_DirectXAppUtil.h has a Texture struct that seems to be the right place but I cant figure out what I need to do.Thanks for any help!
Hi,I'm trying to convert my project to use the latest SDK, I've had it working with an older version(0.5). I have attached what I am getting on screen if I just try to show a clear white background, does anyone know what could be causing this?I've tried to extract the right code from the 'OcculusRoomTiny ' example project, but the inter-dependencies make it difficult to work with. Has anyone got a more minimal opengl example for 0.7 or 0.8?The OcculusRoomTiny project works fine so there is nothing wrong with the hardware/configuration.Thanks for any help.
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