How to get raw sensor data of Oculus with the SDK later than v1.3?
I've tried getting raw sensor data (raw acceleration, gyro, magnetometer) of my Oculus DK2 via ovrTrackingState::RawSensorData, which is wrote in the official document of SDK v0.4 to v0.8. But it seems that the section related to raw sensor data doesn't in the document of later version than 1.3. And there is no RawSensorData in ovrTrackingState. So can I get the raw sensor data of an Oculus DK2 or CV1 through the official SDK? Or can I get it from another way?5.1KViews0likes5CommentsMultiple Apps Running Without Focus
tl;dr Best way to run a program that accesses head position while a different program is 'in focus'? I am beginning (play nice, I have no VR dev experience yet) VR development on an application for my honours project 'Creating a VR driving simulator and analysing head movement in VR'. My main goal as far as an actual application is a program that tracks head position during a session and stores it in a usable data format. I need to be able to run this program while the user is playing a session of 'City Car Driving'. So the app needs to have realtime access the sdk while it is not in focus, or it needs to be an 'overlay' or 'underlay' to the program that's already running. Is this accomplishable? Or do I need to go about it some other way? Thank you, Otto963Views0likes1CommentIs it possible to disable all tracking?
Hi, I've spend couple days trying to find a way to disable all tracking from the HMD(so extend display mode?), but could not get a working method so far. By all tracking i mean both position and rotation, where position is simple, current SDK provide that toggle directly. I'm using Unity 5.4.0f1 as of today, and testing on both DK2 and CV1. So far I've tried every method I could find via google and forums, nothing seem to work including tricks like "zero out" rotations each frame. Using Unity's build-in camera system does not seem to allow any control of camera at all, and the OVR camera rig does not provide such function directly. I also tried the timewarp methods and it's not/no longer working. For now I'm going to take a deeper look at the camera rig and see if i could come up with something. Researched on this for days and saw all methods were for 0.6 and earlier, or everyone turned to argue about the "uncomfortable experience" by disabling the tracking, which is out of the scope in my situation. For those of whom interested in providing evidence of "uncomfortable experience", I want to achieve this because I'm using external tracking system, which provides better information than the HMD's. Having both the HMD and external tracking system makes the rotation "doubled". I'm not sure if i should post this in Oculus forum or Unity's, so maybe I'd to create a duplication over there later today if it remains unanswered.. Thank you and everyone in advance.8.5KViews0likes13CommentsOculusSDK causing application crash on exit
Windows 10, Visual Studio 2010 C++ OculusSDK 1.8.0, firmware version 7.9 GeForce GTX 1070/PCIe/SSE2, OpenGL Version: 4.6.0 NVIDIA 398.11, GLSL Version: 4.60 NVIDIA It seems that something has changed just in the past few days (as of 2018-08-23) that's causing our application to crash on exit. We wrap the OculusSDK 1.8.0 in our own DLL that we load at run-time via LoadLibrary, depending on application configuration options. (The application supports various VR tracking and display environments; the Oculus Rift is one option.) As of today, the application crashes on exit, only if the OculusSDK has been opened, and only in the release build; the debug build does not crash. This happens whether or not we explicitly call FreeLibrary for our DLL at program exit. The OculusSDK logs these status messages in our console window: [ At startup, we open with ovr_Initialize (nullptr) ] 23/08 19:07:20.832 {INFO} [Kernel:Default] [CAPI] LibOVR module is located at C:\Program Files\Oculus\Support\oculus-runtime\LibOVRRT64_1.dll 23/08 19:07:20.835 {INFO} [Client] Connected to the server running version (prod = 1).1.29.0(build = 651191) feature version = 0. Client runs version (prod = 1).1.29.0(build = 0) feature version = 0 23/08 19:07:20.838 {DEBUG} [Kernel:Default] [HMDState] Using default profile default 23/08 19:07:20.838 {INFO} [Kernel:Default] IAD changed to 64.2mm 23/08 19:07:20.839 {DEBUG} [SharedMemory] Creating factory 23/08 19:07:22.178 {DEBUG} [D3D11_CliCompositorClient] CliD3D11CompositorClient::initialize 1 23/08 19:07:22.220 {DEBUG} [KMTSyncObject] Creating KMTHandle 0x0d2fc4d0 23/08 19:07:22.222 {DEBUG} [KMTSyncObject] Creating KMTHandle 0x0d2fc610 23/08 19:07:22.222 {DEBUG} [KMTSyncObject] KMTHandle::Create hDevice=0x80000380 23/08 19:07:22.222 {DEBUG} [KMTSyncObject] KMTHandle::Create hContexts[0] = 2147485504 23/08 19:07:22.222 {DEBUG} [KMTSyncObject] KMTHandle::Create hContexts[1] = 2147485824 23/08 19:07:22.286 {DEBUG} [D3D11_CliCompositorClient] CliD3D11CompositorClient::addGLRef 2 23/08 19:07:23.552 {INFO} [Kernel:Default] [HMDState] Detected the active window handle changed to 111af0ll 23/08 19:07:28.635 {WARNING} [Tracking:Filter] Prediction interval too high: 0.101367 s, clamping at 0.100000 s [ The application runs well, with a good frame rate. I can move and resize the on-screen mirror window. Everything renders well in the Rift and on-screen. The test scene averages well over 100 frames per second, so the initial high prediction interval seems to be a startup fluke. ] [ At exit, we close with ovr_Destroy (m_Session) and ovr_Shutdown() ] 23/08 19:07:31.115 {DEBUG} [D3D11_CliCompositorClient] CliD3D11CompositorClient::release 2 23/08 19:07:31.117 {DEBUG} [D3D11_CliCompositorClient] CliD3D11CompositorClient::release 1 23/08 19:07:31.117 {DEBUG} [D3D11_CliCompositorClient] Unblocking monitored fence 23/08 19:07:31.121 {INFO} [Kernel:System] Graceful shutdown: OnThreadDestroy 23/08 19:07:31.121 {INFO} [Kernel:System] Graceful shutdown: OnSystemDestroy 23/08 19:07:31.121 {DEBUG} [SharedMemory] Destroying factory 23/08 19:07:31.121 {DEBUG} [Kernel:Default] [Client] Disconnected 23/08 19:07:31.121 {INFO} [Kernel:System] Graceful shutdown: Stopping logger At program exit, it dies in the Windows function __tmainCRTStartup(void) (in crtexe.c): A problem caused the program to stop working correctly. All of our C++ wrapper class close and d'tor functions appear to return successfully. I have wrapped the entire body of our main function in try {} catch() {}, but it fails to catch this exception. I have put a 10-second sleep just before the program exit, but that merely delays the crash; it does not avoid it. The console messages and the crash are all new behavior that I did not see (or notice) just a few days ago. The crash is definitely a new behavior. This application has not changed during that time. Judging from those console messages, it seems that maybe some Oculus resource isn't shutting down properly -- and that maybe somebody has been struggling with that. The fact that it crashes in the release build, but not the debug build, suggests that maybe something has not been initialized properly (e.g., to zero). Maybe the debug build initializes it; or maybe the lower degree of optimization avoids some memory corruption. Maybe there's a dangling reference to SharedMemory. Maybe the logging itself is causing the crash. I did not request logging, and in fact tried to explicitly disable it with ovrInitParams init_params = { 0, 0, nullptr, 0, 0 }; ovr_Initialize (&init_params) but the logging messages still appear in the console window. The appearance of the logging messages correlates with the crash-at-exit behavior: they're both new. Please advise. Thanks. -- Ted Hall <twhall@umich.edu>Solved3.9KViews0likes5CommentssRGB render target issue
I created an sRGB render target + view and my app clearly appears too bright in the HMD. I used: desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB; desc.MiscFlags = ovrTextureMisc_None; and verified that ovr_CreateTextureSwapChainDX() returns a DXGI_FORMAT_R8G8B8A8_UNORM_SRGB texture. Checking the Tiny Room sample, I was surprised to find that it doesn't follow the guideline from: https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-render/ and creates a non-sRGB view for the sRGB render target. I am puzzled, can somebody explain what is going on? OculusRoomTiny: main.cpp: bool Init(ovrSession session, int sizeW, int sizeH) { Session = session; ovrTextureSwapChainDesc desc = {}; desc.Type = ovrTexture_2D; desc.ArraySize = 1; desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB; desc.Width = sizeW; desc.Height = sizeH; desc.MipLevels = 1; desc.SampleCount = 1; desc.MiscFlags = ovrTextureMisc_DX_Typeless; desc.BindFlags = ovrTextureBind_DX_RenderTarget; desc.StaticImage = ovrFalse; ovrResult result = ovr_CreateTextureSwapChainDX(session, DIRECTX.Device, &desc, &TextureChain); if (!OVR_SUCCESS(result)) return false; int textureCount = 0; ovr_GetTextureSwapChainLength(Session, TextureChain, &textureCount); for (int i = 0; i < textureCount; ++i) { ID3D11Texture2D* tex = nullptr; ovr_GetTextureSwapChainBufferDX(Session, TextureChain, i, IID_PPV_ARGS(&tex)); D3D11_RENDER_TARGET_VIEW_DESC rtvd = {}; rtvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM; rtvd.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D; ID3D11RenderTargetView* rtv; DIRECTX.Device->CreateRenderTargetView(tex, &rtvd, &rtv); TexRtv.push_back(rtv); tex->Release(); } return true; }738Views0likes0CommentsException thrown when calling ovr_CreateTextureSwapChainDX
Hello, My name is Johann and I've been using the OVR SDK with DX11 for 4 months now with an Oculus Rift CV1 and everything worked fine (TrackingState OK, rendering in textures OK). Until I switched to a new computer. Both are on Windows10 (the new one is Professional, the old one is Family). The samples (downloaded on the 02/02/2018) compile just fine. However when I launch OculusRoomTiny (DX11) in Debug Win32, Visual Studio (14 2015) breaks on the function ovr_CreateTextureSwapChainDX(). The error is : Exception thrown at 0x74E65F5D in OculusRoomTiny (DX11).exe: 0xC0000005: Access violation reading location 0x00000000. However when I click on "continue", the program runs just fine on the Oculus. Here is the call stack when the violation occurs : > ntdll.dll!_NtProtectVirtualMemory@20() Unknown KernelBase.dll!VirtualProtect() Unknown LibOVRRT32_1.dll!0f63b5a4() Unknown [Frames below may be incorrect and/or missing, no symbols loaded for LibOVRRT32_1.dll] LibOVRRT32_1.dll!0f63a3bb() Unknown LibOVRRT32_1.dll!0f64f371() Unknown LibOVRRT32_1.dll!ovr_ReleaseHapticsClip() + 2832 bytes Unknown d3d11.dll!NDXGI::CResource::QISurface(void *,struct _GUID const &,void * *,unsigned long) Unknown d3d11.dll!NOutermost::CDevice::CreateLayeredChild() Unknown Here is the full output of the program : 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Users\jnovak\Downloads\OculusSDK\Samples\OculusRoomTiny\OculusRoomTiny (DX11)\Bin\Windows\Win32\Debug\VS2015\OculusRoomTiny (DX11).exe'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\ntdll.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\kernel32.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\KernelBase.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\user32.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\win32u.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\gdi32.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\gdi32full.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\msvcp_win.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\ucrtbase.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\dxgi.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\msvcrt.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\d3d11.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\D3DCompiler_47.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\rpcrt4.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\sspicli.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\cryptbase.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\bcryptprimitives.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\sechost.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\cryptsp.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\imm32.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\combase.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\wintrust.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\msasn1.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\crypt32.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\advapi32.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\rsaenh.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\bcrypt.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\imagehlp.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\gpapi.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Program Files\Oculus\Support\oculus-runtime\LibOVRRT32_1.dll'. Cannot find or open the PDB file. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\shell32.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\cfgmgr32.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\SHCore.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\windows.storage.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\shlwapi.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\kernel.appcore.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\powrprof.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\profapi.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\opengl32.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\winmm.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\glu32.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\winmmbase.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\winmmbase.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Unloaded 'C:\Windows\SysWOW64\winmmbase.dll' 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\dbghelp.dll'. Symbols loaded. 09/02 18:21:47.226 {INFO} [Kernel:Default] [CAPI] LibOVR module is located at C:\Program Files\Oculus\Support\oculus-runtime\LibOVRRT32_1.dll 09/02 18:21:47.232 {DEBUG} [Client] Connected to the server running version (prod = 1).1.23.0(build = 528114) feature version = 0. Client runs version (prod = 1).1.23.0(build = 0) feature version = 0 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\uxtheme.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\msctf.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\oleaut32.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\dwmapi.dll'. Symbols loaded. 09/02 18:21:47.245 {DEBUG} [Kernel:Default] [HMDState] Using default profile default 09/02 18:21:47.246 {INFO} [Kernel:Default] IAD changed to 58.3mm 09/02 18:21:47.246 {DEBUG} [SharedMemory] Creating factory 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\TextInputFramework.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\CoreMessaging.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\CoreUIComponents.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\ntmarta.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\WinTypes.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\WinTypes.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Unloaded 'C:\Windows\SysWOW64\WinTypes.dll' 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\ResourcePolicyClient.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Unloaded 'C:\Windows\SysWOW64\ResourcePolicyClient.dll' 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\System32\DriverStore\FileRepository\nvddui.inf_amd64_e422766d00046e2b\nvwgf2um.dll'. Cannot find or open the PDB file. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\version.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\nvspcap.dll'. Cannot find or open the PDB file. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\ole32.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\setupapi.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\psapi.dll'. Symbols loaded. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\winhttp.dll'. Symbols loaded. The thread 0x174c has exited with code 0 (0x0). 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\nvapi.dll'. Cannot find or open the PDB file. Exception thrown at 0x74E65F5D in OculusRoomTiny (DX11).exe: 0xC0000005: Access violation reading location 0x00000000. 'OculusRoomTiny (DX11).exe' (Win32): Loaded 'C:\Windows\SysWOW64\devobj.dll'. Symbols loaded. 09/02 18:22:00.504 {INFO} [Kernel:Default] [HMDState] Detected the active window handle changed to 1031d2ll The thread 0x36a8 has exited with code 0 (0x0). The thread 0x3e60 has exited with code 0 (0x0). The thread 0x1e98 has exited with code 0 (0x0). The thread 0x10c4 has exited with code 0 (0x0). The thread 0x2488 has exited with code 0 (0x0). The thread 0x1ff0 has exited with code 0 (0x0). The thread 0x21c4 has exited with code 0 (0x0). The thread 0x2b84 has exited with code 0 (0x0). 'OculusRoomTiny (DX11).exe' (Win32): Unloaded 'C:\Windows\System32\DriverStore\FileRepository\nvddui.inf_amd64_e422766d00046e2b\nvwgf2um.dll' 09/02 18:22:12.801 {INFO} [Kernel:System] Graceful shutdown: OnThreadDestroy 09/02 18:22:12.801 {INFO} [Kernel:System] Graceful shutdown: OnSystemDestroy 09/02 18:22:12.801 {DEBUG} [SharedMemory] Destroying factory 09/02 18:22:12.801 {DEBUG} [Kernel:Default] [Client] Disconnected 09/02 18:22:12.801 {INFO} [Kernel:System] Graceful shutdown: Stopping logger The thread 0x39fc has exited with code 0 (0x0). The thread 0x3d9c has exited with code 0 (0x0). The thread 0x1568 has exited with code 0 (0x0). The thread 0x24f4 has exited with code 0 (0x0). The thread 0x18b4 has exited with code 0 (0x0). The thread 0x81c has exited with code 0 (0x0). The thread 0x32c8 has exited with code 0 (0x0). The thread 0x34dc has exited with code 0 (0x0). The program '[6992] OculusRoomTiny (DX11).exe' has exited with code 0 (0x0). I have tried to uninstall/reinstall the OculusRift application several times (I was thinking maybe there was a corrupted dll or something) but nothing has changed. I really don't know what I can do to solve this issue. Have one of you ever encountered such a problem ? Thank you, Kind regards, Johann NOVAK2.6KViews1like11CommentsDK2 and CV1
Hi all. This is a two part question. Question 1: What is the latest SDK that the DK2 supports. Can it be developed with the newest as of Nov 2017, 1.20.0? Question 2: When developing with the CV1, does Home need to be installed in order for it to work with developer apps? The reasons for the questions is that I am trying to determine which headset to go with to begin development for my own personal apps, no intent on distributing. Preferably I would like to remain offline.738Views0likes1CommentovrSensorData 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?1.2KViews0likes3CommentsAssigning custom cameras to the separate displays (scientific research)
Hi guys, the question is rather simple: can I assign my own cameras to the two separate displays of my rift? (Unity x CV1) I've been calibrating my display by spectral measurements (I do scientific research on colour perception) and it seems that there is a large colour difference between the left and right display. I'd like to solve this by rendering different cubemaps (with corrected colours which differ for each display) with two different cameras and sending the feed to the respective displays. Thanks in advance545Views0likes0Comments