I went to download the latest SDK and discovered that the version number
had been bumped from 1.43.0 to 23.0.0. Which seems like a giant jump in
numbers, but I guess that there is some hidden logic behind this
jump.https://developer.oculus.com/downlo...
We are developing a serious simulation solution. We are using third
party trackers to be able to track the HMD over a much larger space than
the oculus constellation tracking system allows. This third party system
is using IR-markers as well, hence w...
I tried to implement a spectator for my app by using
TextureRenderTarget2D and discovered a weird bug.Everything works fine
in the editor, BUT as soon as I package my project the frame rate drops
really low (<15fps, sometimes less than 5 fps).This is...
I get a lot of warnings in my simple OpenSceneGraph (OpenGL) application
running with the latest SDK 1.20.0:...06/12 17:25:32.939 {!ERROR!}
[Kernel:Default] WaitableTimer slept too long/short (i.e. 1.738477
ms)06/12 17:25:41.174 {!ERROR!} [Kernel:Def...
Discovered that since ovr_ConfigureTracking is no longer available there
is no clear way of disabling positional tracking.The OculusWorldDemo
still have the option visible to disable the positional tracking ('X'
key) . But enabling/disabling position...
Hi Tom,First of all, thank you for doing this AMA!My question is
regarding a diffent kind of locomotion than walking. I work with driving
simulators and have been using the Oculus since DK1. Many larger driving
simulators have access to motion system...
Nice work!Another HMD integration project that is worth mentioning is
QVR. Which shows how to do render agnostic integrations with:Oculus
RiftHTC ViveGoogle Cardboard and DaydreamOSVRAs well as:Almost all
tracking and interaction hardware with VRPNCu...
Hi @Mux213 I have added support for the Oculus SDK to another open
source engine and I know your pain. I started my integration of the
Oculus SDK with OpenSceneGraph engine with the very first public SDK. It
was not that hard to get that working sin...
@imperativity I have attached the logs as requested.This was the latest
output in visual studio 2017 when I ran my test:11/01 10:50:58.744
{INFO} [Kernel:Default] [CAPI] LibOVR module is located at C:\Program
Files\Oculus\Support\oculus-runtime\LibOV...
Regretfully my Oculus device broke short after writing this question and
I am currently in talks with the support people regarding an RMA. But I
was mostly interested in what part of the Oculus SDK these warnings had
their origin from.What is it this...