ovrSensorData struct removed from SDK 1.3.2?
It appears the ovrSensorData / rawSensorData data have been removed from the 1.3.0 SDK. Now you see them in v0.8.0: https://developer.oculus.com/doc/0.8.0.0-libovr/structovr_tracking_state.html and now you don't in v1.3.0: https://developer.oculus.com/doc/1.3.0-libovr/structovr_tracking_state.html I can't see any mention of that removal in the release notes, but there ya go. Is there an equivalent query in v1.3.2 to examine the HMD sensor data for CV1, or is reading of the Oculus sensor data now blocked?1.2KViews0likes3CommentsHow to enable the rift distortion view on desktop?
I had some issues regarding rendering on oculus, is there a way to enable the desktop view like the demo app tiny room? I checked the code but I still cant figure it out, I didn't write the code originally, just did an upgrade from sdk 0.6 to 1.9, and now it seems getting into some weird rendering problems, the right eye view seems uses a different coordinate system than the left eye, and I am trying to get the rendering showing on desktop to get a clear view. Any help would be appreciated!608Views0likes0Commentsovr_SubmitFrame does not handle vsync - OpenGL API
Hi, I'm using the SDK 1.3 with OpenGL API to develop an app that is not distributed on Oculus platform, so the app has to be started from Windows and not from the Oculus app, I mean that I don't have the Oculus mounted when I start my app. When my app starts, the rendering fps for Oculus part is very huge and it only becomes normal (90fps) when I mount the Oculus on my head. if I unmount the Oculus, fps rendering is still ok to 90fps. So problem occurs only as long as I didn't mount my Oculus a first time. In my rendering loop for Oculus, I do my rendering and I call ovr_SubmitFrame to let Oculus driver do his stuff and take care of vsync. But in this particular case it seems that ovr_SubmitFrame does not handle vsync.953Views0likes2CommentsIs it possible to still show the warped image on the desktop?
Hi! I'm integrating a tracking system (Optix) and plan to use a 'laptop in a backpack' setup to allow tracking throughout a large space (20' by 22'). I currently have the tracking software working correctly with the Oculus and Unity, took a bit to figure out removing the position tracker and converting the Optix output to local space for the camera! The other detail with my setup is that the plan is to use video encoding/decoding from a powerful machine to the laptop/backpack setup. I would prefer to just ship a warped image directly, and not have the laptop do the work. To hopefully keep this on topic for the warping issue, my tests have done screen-scraping for a DK2 at around 200hz with around a 5ms delay from server to client, and I believe I can get these numbers much lower. Currently my screen scraping software uses NvFBC, which targets a desktop. From previous tests using the tuscany demo that provided a warp without an HMD attached (just displayed to the main desktop) the laptop with the HMD works and looks well. So my question is can I do this type of setup with the current Unity packages setup? If this isn't possible, is the Oculus display available to access for scraping? I'd prefer to avoid NvIFR, which targets a specific application. I am currently using Unity 5.4.0b22, with the latest Oculus runtime 1.3 and the oculus tools 1.3.2. Thanks you very much for any assistance!Solved1.4KViews0likes4CommentsSDK 1.3.0 Compile Broken For Intel Compiler
Steps to reproduce: 1: Download Oculus SDK 1.3.0 and open Samples/Projects/Windows/VS2015/Samples.sln in VS 2015. 2: Select "Use Intel Compiler" in project properties (ICC must be installed; tested version 16.0 update 2 == newest) 3: Select either LibOVR or LibOVRKernel as current project 4: F5 The problem seems to be that even though ICC is supposedly supported (see e.g OVR_Compiler.h:54), the rest of the library is oblivious to it, assuming that any non-MSVC compiler must be GCC-like (e.g. OVR_Types.h:546). Here is compiler output from compiling both projects in Win32 Debug mode. Debug output on Pastebin. This has been broken since at least 0.8.0. Thanks, Ian861Views0likes2Comments1.3.0 / Unity issue with Gear VR: Motion blur & juddering
Hi, When moving my head around, there is a judder issue (like a double texture rendering halo for a few ms), it's very visible with a B&W texture with only lines. - I tried other games on the oculus store with this gear VR and it's working well - When my app is starting, there is like 1/2 second without this problem, then a 'visual glitch', like if the system is re-adjusting the rendering, then this problem - I displayed the FPS on my app and it's between 50fps to 60fps - I have this issue even when I close one of my eye in the gear VR (it's not a stereoscopic vision issue) I cannot record it but this screenshot on geekzone (it's a different issue) is very similar to my rendering in VR (only when moving my head): http://www.geekzone.co.nz/imagessubs/blogfdbb14e244726b80556df55a0b54b5e8.jpg Any idea how to solve this issue ? I'm using a Samsung Gear VR / Galaxy S7 edge, Oculus 1.3.0 and Unity 5.3.4p2 (I tried with p1 same issue) Gui.3.6KViews0likes11CommentsAny downsides to using OpenVR vs native Oculus SDK?
I am helping develop a VR project. We currently have separate Vive and Rift implementations. Vive uses OpenVR and Rift uses Oculus SDK. Is there any downside to using OpenVR for the Rift as well? Is performance worse, do we loose the Oculus audio SDK? Also will this restrict us in the future as Oculus update their SDK? (We are developing in Unity 5)Solved3KViews0likes3CommentsAccessing Oculus Home Username on non-Android platforms
In the Oculus Utilities for Unity 5.x, version 1.3.0, there is a data structure called OVRprofile. It can be fetched from the OVRManager, and it is meant to provide access to the name and data of the account of the user that is currently logged into the Oculus Home. This class, however, seems to only have functionality for fetching the user's name on the Android platform. There doesn't seem to be a way to access the username of the currently logged in Oculus Home user when on the PC platforms. Am I simply looking in the wrong place, or is this a feature that has yet to be implemented?Solved2.1KViews0likes5CommentsProblem with focus when rendering monoscopic (IPD = 0) after SDK 1.3.x
Hello, could somebody help me here? My app was rendering with IPD = 0 before 1.3.x. It works pretty fine. I DO NOT shift my cameras according to hmdToEyeViewOffset for each eye. And it renders pretty fine until 0.8.0. After upgrading my app to 1.3.x. I had no more focus on my image. The SDK does a distortion for me that separates the image on each eye. I assume this happens because the SDK wants to consider the IPD. That my rendering process IS NOT taking care (again, both cameras are in the same position). It's just like rendering in mono, however, I need render each eye separated (because my CONTENT will be stereoscopic). It should not matter, in fact. I am using 1 texture half for each eye, and rendering the SAME THING on each side. Is there a way for me to tell the SDK the I WANT IPD = 0? In other words, that my rendering process will not shift the cameras? What am I doing wrong?774Views0likes2Comments