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Alpha build of VR shadertoy app

jherico
Adventurer

This is a very early build of a VR app I've created meant to replicate much of the behavior of the Shadertoy website. I previously created a preview of some of the effect on Youtube here.

I've never tested this on any machine other than my dev box, so I have no if it even works on a foreign environment.

Currently it has a small number of pre-existing shaders from that site that I've adapted for use in VR. Some of the shaders are very GPU intensive and will not render at full resolution (even on my GeForce 970). For these, the app will attempt to dynamically reduce the offscreen resolution until the framerate is over 70 fps. However, it doesn't actually dynamically increase the resolution when switching shaders, so you may need to manually increase it if the previously loaded shader caused it to go down.

Keys:

* Escape - Toggle editing UI

When not in edit mode

* R - recenter pose
* Home - increase offscreen texture resolution
* End - decrease offscreen texture resolution

Note that the system will still continue dynamically adjust the offscreen resolution after you've done this, so setting it higher than your GPU can keep up with will just cause it to go down again after a few moments.

Unfortunately the biggest limitations for this app come from my inability to find a good OpenGL UI library. I'm using CEGUI, which has some basic functionality, but doesn't allow me to have a full featured source editing window with line numbers and syntax highlighting, and currently doesn't interact properly with the OS native clipboard. If anyone has any suggestions on a good UI library (I'm currently investigating Qt), please let me know.

Brad Davis - Developer for High Fidelity Co-author of Oculus Rift in Action
9 REPLIES 9

drash
Heroic Explorer
I'm getting a popup message saying that it requires the 1.2x version of the Oculus Display Driver. I'm running the 0.4.3 runtime. Looking forward to giving it a try, though!
  • Titans of Space PLUS for Quest is now available on DrashVR.com

jherico
Adventurer
Ugh... forgot about that bit. Working on a new build.
Brad Davis - Developer for High Fidelity Co-author of Oculus Rift in Action

jherico
Adventurer
I've updated the executable with the correct SDK. Please let me know if it still gives you the error?
Brad Davis - Developer for High Fidelity Co-author of Oculus Rift in Action

drash
Heroic Explorer
With the new download, I don't get that error anymore, but a white fullscreen window flashes briefly and then closes, and that's it. Tried several times, made sure I wasn't running other copies of the process -- always the same result. Didn't see any logs to look at.

Edit: this was in Direct Mode if that makes any difference.
  • Titans of Space PLUS for Quest is now available on DrashVR.com

jherico
Adventurer
You might try running it from the command line. If it gets an exception, it should print it out to standard error.
Brad Davis - Developer for High Fidelity Co-author of Oculus Rift in Action

drash
Heroic Explorer
"jherico" wrote:
You might try running it from the command line. If it gets an exception, it should print it out to standard error.

Here's what I get:
Debug: PerformanceTimer UsingVistaOrLater = 1
Debug: NtQueryTimerResolution = Min 15625 us, Max 500 us, Current 1000 us
Debug: [NetClient] Connected to a server running version 1.1.0 (my version=1.1.0)
Debug: [NetClient] Disconnected
  • Titans of Space PLUS for Quest is now available on DrashVR.com

jherico
Adventurer
That's annoyingly unhelpful (of the diagnostic output, you're being very helpful).

I think the problem is that if an error is thrown in the wrong place, the code that's unwinding the stack can also throw an exception, which will bypass my cleanup and error reporting logic and simply exit / crash. Need to keep working on this.

Can you tell me what video card you're working with?
Brad Davis - Developer for High Fidelity Co-author of Oculus Rift in Action

jherico
Adventurer
I've produced a new build after tearing out the old UI library and replacing it with Qt.
Brad Davis - Developer for High Fidelity Co-author of Oculus Rift in Action

How is it going, where I can try that new build?