Though the headset itself is capable of positional tracking in fairly
bright environments (e.g. next to a large bright window, outdoors in
shaded areas etc.) when the environment is bright enough, it loses
tracking of the controllers. This seems to b...
Hey, I've posted a thread on this topic in the Unity forum here, but it
doesn't seem to have attracted any insight.It seems crucial, for best
practices, to allow the user to visualise what the IR camera's cone is
and, hence, what their freedom of mov...
Just curious if anyone's poked around and found a way to get the
transform for the IR camera in worldspace? It's the sort of thing that
would be quite nice to have, similar to the way you can enable camera
bounds in the demo scene, to help inform the...
As of late November, it seems like there is a DK2 version available,
which was quietly announced via Twitter. I'm curious if anyone has
managed to get it to work, however? It seems to crash upon startup for
me.
I initially assumed that VR Direct would cross over to the 700s as a
matter of course - generally GeForce experience updates are pretty
inclusive, as we saw with the GPU-based capture stuff, streaming and
other additions they've churned out over the ...
Any updates for getting these workarounds to work with the 0.4.6
beta?DX11 seems to work well except for screen tearing on the right side
of the rift. Using the workaround in the original post to toggle V-Sync
works to get rid of the screen tear, but...