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Inspiring
August 12, 2016

Oculus SDK for Windows 1.7.0 Released

Oculus PC SDK 1.7.0

This release includes performance improvements, memory management fixes, and minor updates.

New Features

  • The values for IndexTrigger, HandTrigger, and Thumbstick include deadzones. AddedIndexTriggerNoDeadzone, HandTriggerNoDeadzone, and ThumbstickNoDeadzone, which return values for the trigger, hand trigger, and thumbstick without deadzones.

API Changes

There are no breaking changes to version 1.7.0.

Known Issues

  • When Touch controllers wake up from idle, they might move erratically for up to 10 seconds before tracking is reestablished.
  • If you bypass the shim and communicate with the DLL directly, without specifying a version to ovr_Initialize, the DLL has no way of knowing the SDK version with which the application was built. This can result in unpredictable or erratic behavior which might cause the application to crash.
  • There are some USB chipsets that do not meet the USB 3.0 specification and are incompatible with the Oculus Rift sensor. If you receive a notification in Oculus Home or the Oculus App, plug the sensor into a different USB 3.0 port (blue). If none of the USB 3.0 ports work, plug the sensor into a USB 2.0 port (black).
  • Antivirus software, such a McAfee, can cause installation issues. To work around the issue, make sure you have the latest updates and disable real-time scanning.
  • If you encounter installation issues, delete the Oculus folder and install the software again.
  • If the Rift displays a message that instructs you to take off the headset, remove it and place it on a flat surface for 10-15 seconds.
  • The keyboard and mouse do not work in Oculus Home. To select an item, gaze at it and select it using the Oculus Remote or Xbox controller.
  • Bandwidth-intensive USB devices, such as web cams and high-end audio interfaces, might not work when using the Rift. To work around this issue, install the device on another USB host controller or a separate computer.
  • For dual-boot systems using DK2 or CB1 HMDs, the OS selection screen might appear on the HMD instead of the monitor. To work around this, try plugging the HMD into a different port or unplug the HMD while booting.
  • If you are running your application from the Unity Editor and you press the controller's home button to return to Oculus Home, you will be prompted to close the application. If you select OK, Unity might remain in a state where it is running, but will never get focus. To work around this, restart Unity.
https://developer3.oculus.com/downloads/pc/1.7.0/Oculus_SDK_for_Windows/

    10 replies

    Up and Coming
    August 12, 2016
    Does it contains the fix for the erronous default 64mm ipd report too ?
    Inspiring
    August 12, 2016

    galopin said:

    Does it contains the fix for the erronous default 64mm ipd report too ?


    Nope.  IPD is still the same this release.

    Just like the red tint issue, we might never actually see a fix for IPD either.
    Up and Coming
    August 12, 2016
    null

    Is not the red tint an hardware issue of the panel ?

    As the 64mm was investigate and fixed quite recently only, i am not really surprise it did not make it to 1.7 that was probably already in QA.
    Inspiring
    August 12, 2016
    Hmm.. the IPD was supposed to be fixed. Let me see if someone can double-check.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
    Inspiring
    August 12, 2016
    So if User IPD value is able to be retrieved I would love if the calibrated profile height could also be retrieved instead of 1.675m every time. I know there is some reason why this is not happening. but it would be really useful(especially for floor level setups).
    Drift VFX Visual, Virtual , Vertical Want 970GTX on Macbook for good FPS? https://forums.oculus.com/viewtopic.php?f=26&t=17349
    Up and Coming
    August 14, 2016
    what changes were made to the firmware?
    New Participant
    August 18, 2016
    Hi. Crescent Bay user here.
    This was an issue for me
    • There are some USB chipsets that do not meet the USB 3.0 specification and are incompatible with the Oculus Rift sensor. If you receive a notification in Oculus Home or the Oculus App, plug the sensor into a different USB 3.0 port (blue). If none of the USB 3.0 ports work, plug the sensor into a USB 2.0 port (black).
    I couldn't get my sensor updated, therefore headtracking out limits. I tried every usb 3.0 and after that 2.0 ports of mine, tried with other usb devices unplugged and after that tried uninstall and reinstalling. Nope. Oculus software recognizes device, so does windows, but installer insists that I should reblug.

    What to do?




    Inspiring
    August 19, 2016
    @Clovenmorsel Crescent Bay is no longer supported. Send me a PM if you'd like to discuss.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
    Inspiring
    August 25, 2016


    @Clovenmorsel Crescent Bay is no longer supported. Send me a PM if you'd like to discuss.


    Is DK2 support being ended now, too? Or just CB?
    Inspiring
    August 25, 2016
    DK2 should still be mostly working.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV