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Inspiring
July 28, 2014

JOVR 0.4.2.0: Java/Maven bindings for 0.4.2 (Updated 09-05)

I've updated my Java bindings for SDK 0.4.2. 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>0.4.2.0</version>
</dependency>


Update 2014-09-05: Release of 0.4.2.0
Changes since 0.4.2.0

  • Updated binaries to SDK 0.4.2

  • Added new HQ distortion flag (currently non-functional in OpenGL)


Update 2014-09-03: Release of 0.4.1.2
Changes since 0.4.1.1

  • Added function to enable/disable HSW rendering by the SDK

Update 2014-08-15: Release of 0.4.1.1
Changes since 0.4.1.0

  • The windows binaries were being built in release mode, but had some debug preprocessor macros enabled, so any asserts you hit would crash the application.


Known issues are unchanged.

Update 2014-08-13: Release of 0.4.1.0

Changes since 0.4.0.1

  • Added ovr_InitializeRenderingShim method to the OvrLibrary type.

  • Updated windows binaries to 0.4.1 SDK

  • Added Mac binaries


Known issues

  • Health and safety warning doesn't display properly for me on OSX

  • Continued issues with OpenGL and Direct HMD mode. I recommend using extended mode for the time being if you're having issues.

  • Judder issues are prominent in OpenGL in all my tests. I recommend running your headset @60Hz until Oculus or the video card manufacturers do whatever is required to resolve the problem.


Update 2014-08-11: Release of 0.4.0.1

Changes since 0.4.0.0

  • Renamed the HmdDesc type to Hmd to more closely match the SDK naming

  • Added some missing functions to Hmd required for client side distortion

  • Added some missing function to Hmd for health and safety warning management

  • Added some missing override annotations


Known issues

  • Unfortunately, like the current SDK release, they are windows only. I've built both the 64 bit and 32 bit DLL versions and they're embedded in the jar file.

  • I've been unable to get OpenGL to work properly with Direct HMD mode. I recommend using extended mode for the time being if you're having issues.

    52 replies

    Up and Coming
    October 13, 2014
    So, you know I did my own port of the roomTiny example using client distortion

    It worked pretty good with the dk1, except the lighting. Now I tried with the dk2, a LOT of judder... :?

    Why? Trying to solve it I run the same example from the sdk, no problems. I took a look to the caps, everything 1:1, I am doing exactly the same..
    Also with your examples, jherico, no judder

    My vsync was off, I tried to turn it on, no big difference..

    Any clue?
    Up and Coming
    October 23, 2014
    I found 2 temporal solutions:

    - I switch my two monitors from 1920x1080@60H to 1024x768@75H and set the dk2 as primary

    - I disable Aero