Hi,I've integrated OpenXR in my custom game engine. It works fine when I
use my Oculus headset using SteamVR as the OpenXR runtime.However, when
using Oculus as the OpenXR runtime, I get a null pointer crash deep
inside LibOVRRT64_1.dll, which is bei...
In the new Core 2.0 beta update, if you turn 90º right from your pc
screen, pop up the dash bar and attempt to move it, then:- Moving your
hand up/down moves the bar up/down as expected.- Moving your hand to the
right will move the bar to the back.- ...
The SDK v1.19.0 includes these new locomotion demos. One of them seems
to have a bug: the example 20/32 (counter-movement with yellow
artificial world) uses the correct translation (inverse movement) but
incorrect rotation (double the rotation, inste...
(moved from general forum)I'm running Nvidia drivers v358.78, oculus sdk
0.8.0.0, windows 7 64bit.DK2 is connected directly to the HDMI port,
while the main screen (1080p@60Hz) is connected to one of the two DVI
ports.I've downloaded several games th...
Thanks John, was about to come here to post the solution myself!So I was
indeed not loading all the required Vulkan extensions, which made the
runtime unable to work as intended, leading to that crash.
Ok, just in case, here's the api dump of both xrCreateInstance, and the
(crashing) xrCreateSession:XrResult xrCreateInstanceconst
XrInstanceCreateInfo* info = 0x00000002250fe208XrStructureType
info->type = 3const void * info->next =
I have tested again, and you are absolutely right.What happens is that,
if you look at the alternate shapes/world, it can look like it is moving
at twice your own speed IF you consider the alternate world is moving
relative to the main/foreground wor...