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!609Views0likes0Commentsovr_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.962Views0likes2CommentsSDK 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, Ian867Views0likes2CommentsAny 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)Solved3KViews0likes3CommentsProblem 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?780Views0likes2CommentsCan position tracking be turned off with SDK 1.3?
Hello, with previous versions (e.g. 0.8) of the SDK, I could turn off positional tracking in an application by calling ovr_ConfigureTracking(), being sure to omit the ovrTrackingCap_Position flag. It seems that the latest SDK doesn't expose a way to disable positional tracking...is that correct? Any workarounds? (Yes, I'm aware that VR is infinitely better with positional tracking, but this was being used to recreate a "legacy" VR application that lacked positional tracking.) Thanks, Glen.2.6KViews0likes11Commentsovr_Create() fails with -1006 (ovrError_ServiceError)
Hey people, I'm updating a mod that provides native head tracking to GTA V, and it's meant to work with the stereo injector VorpX. What the user sees is a menu which allows "VR mode" to be turned on, which then calls ovr_Create() to start the session. Without VorpX, this does not have any problems, and I get control over the in-game camera as expected. When VorpX is running, ovr_Create returns -1006 (ovrError_ServiceError), and I am unable to get any further information using ovr_GetLastErrorInfo(). VorpX does come with headtracking built-in, so I assume it has created its own session with the Oculus service. Is the Oculus service unable to support two sessions at once? This mod has previously worked with runtime 0.8 and VorpX 0.9.1. ovrSession oculus_session; ovrGraphicsLuid luid; ovrResult result = ovr_Create(&oculus_session, &luid); if (OVR_FAILURE(result)) { ovrErrorInfo errorInfo; ovr_GetLastErrorInfo(&errorInfo); LOGSTRF("ovr_Create failed: %s\n", errorInfo.ErrorString); }877Views0likes1CommentProfiling without a headset present
Hi, we have some nice min-spec machines to do profiling on, but we've not been able to have our overnight tests running because we only have two headsets in the studio. We really wanted to enable to Debug HMD mode that used to work back in 0.8.0.0, but when we enable it now, nothing happens, and now we can't even find it in 1.3 API. Help! We can't get hold of enough physical headsets to do accurate testing, obviously, and now can't test against a virtual headset that goes through the same composition stages as the real thing. We have a large game with large levels and need to performance profile these levels on multiple machines.895Views0likes3Comments