Is 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!Solved1.4KViews0likes4Comments1.3.0 / 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.3.6KViews0likes11CommentsAccessing 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?Solved2.1KViews0likes5CommentsUnity 5.3.4p1 - Warning regarding Hard-Crash Error Tranform.LocalPosition and VR
We have experienced an Access Exception crash error when working in VR with Oculus SDK 1.3 in Unity 5.3.4p1. While we have already figured out a solution for this issue, we wanted to post about it here in case anyone else experiences similar issues. For some context, our VR cameras are parented under a VRPosAdjuster gameobject. We do this to get around the fact that Unity's VR camera's don't seem to allow VR Cameras’ origin points to be adjusted unless they are parented under something. In the script that controls the VRPosAdjuster, we were setting its LocalPosition variable in our LateUpdate loop, including the very first LateUpdate call when a scene was loaded at runtime. This situation was leading to a race-condition-like error that was experienced on certain machines. The error was a Access Violation (0xc0000005) error and this sample of our callstack shows it was coming from the LocalPosition set. 0x00000000224E582B (Mono JIT Code) (wrapper managed-to-native) UnityEngine.Transform:INTERNAL_set_localPosition (UnityEngine.Vector3&) 0x00000000224E5775 (Mono JIT Code) UnityEngine.Transform:set_localPosition (UnityEngine.Vector3) The solution we found was to simply wait a few frames at the beginning of each level before trying to set the LocalPosition variable to avoid that race-condition-like error we were experiencing. So, if anyone else is experiencing this, just try and put in a few frame delay and that should help alleviate the issue.811Views0likes1CommentWaitableTimer slept too long/short (i.e. X ms)
We've recently updated our project to SDK 1.3. After doing so I've noticed these Unity Warnings being logged whenever the application is not in focus or the editor is not in focus. Are we doing something wrong to cause this or is this a regular behavior, and if so how can we turn if off?. I'm currently testing with the DK2 on Windows10 with a gtx 980 gpu.1.5KViews1like3CommentsDK2 Not initialized in Unity 5.3.4p1
Throwing this error on startup and run: [VRDevice] Initialization of device oculus failed. This log is printed as well, though can't find any info on it: Unity v5.3.4p1, Oculus Utilities v1.3.0, OVRPlugin v1.3.0, SDK v0.0.0. (Specifically the SDK 0.0.0) Runtime v0.8.0.0, with computer restarted. Attempted running Unity as Administrator, as well as with Windows 8 Compatibility. Just installed the new OVRPlugin and Utilities 1.3.0, replaced the files within the Unity Editor/Data/VR/oculus directory, and still causing issues. I've triple checked that the correct files have been installed and imported into Unity, but still no luck. Oculus configuration Utility does spit out this log as well when pressing About: Display Driver Version: C:\Windows\system32\OVRDisplay64.dll not found Positional Tracker Driver Version: 1.0.14.0 NVIDIA GeForce GTX 980 Ti Intel(R) Core(TM) i7-4790K CPU @ 4.00GHz HMD Firmware: 2.12 I've tried uninstalling and reinstalling, but still no change. The Demo scene is working within the utility, so the DK2 is working. Has there been anything i may have missed along the way? I'm not sure how to resolve the issue at this point if i wanted to keep the current version4KViews0likes7Comments