DK2 connect RiftHeadset and Oculus sensors
I have just got an old DK2 headset to try and setup on my Windows 11 PC for Aces high flightsim. I followed a setup guide to allow other devices access using the Meta Quest Link software and it all seems to work in that I can see a gray field but it says sensor not connected! Im assuming thats the Positional Tracker sensor which is connected but has not light on it. So I tried to setup the tracker in the Link software and got to the screen that shows three cables (HDMI, USB3 and USB2) but the small circles just keep circling and nothing happens. What have I done wrong? can this be fixed?49Views0likes1CommentHow 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?5.1KViews0likes5CommentsRift dk2 - connect without SYNC OUT
Hello. I have 4 Rift Dk2 oculus. All of them without the original Sync Out Cable and without the Position track sensor. I found that the DK2 works perfectly, using a common HDMI cable and a USB cable, both connected directly to the Computer. However, the Oculus Software has a critical error, stating that the sensor is not connected and preventing me from using any external platform, such as Steam VR for example. I did a test connecting any sensor to the USB, I used a Rift Cv1 sensor, which is incompatible with the Dk, but incredibly this was enough to allow the use of the HeadSet in Gyroscope mode. This way I managed to use it on Steam VR, exactly as I would like. But I don't want to have to connect a sensor to the USB, I want to eliminate the need for the sensor. The question is, how do I eliminate this criticism that requires connecting the sensor to the USB? Is there a parameter file that I can change so that the Oculus Software no longer requires the sensor? Thank you !!811Views1like0CommentsUE4 switch eye rendered to spectator screen
Hi there, I'm working with a DK2 in unreal engine, and I really need to figure out how to change which eye is rendered to the single eye spectator screen so that I can record some footage. There are a few modes which show both eyes, but all the single eye modes default to the left eye and for my application I absolutely need it to be the right eye. I saw this post on the unreal forums about editing .cpp and recompiling for the Vive, but I have no idea what files I would have to go about editing for the DK2, or how to recompile anything. Not allowed to post links so the name of the thread is "Problem about monitor resolution display in vive vr mode" if anyone is curious. Essentially it just says to edit the line of code relating to the `DrawRectangle` function and changing the values so it selects a different area to crop. I would really appreciate it if someone could help me. many thanks, H909Views0likes0CommentsIs it possible to run Oculus app without a headset connected?
Hello, I have an Oculus Rift DK2 headset and I am developing an app for it using C# wrapper OculusWrap. It would be very helpful if it would be possible to run the Oculus code without having the heaset connected all the time. Of course there would not be any sensor inputs but there are many features that I could test without that.... So my question is, is there any way to emulate a "virtual" headset just for testing purposes? I spent a lot of time googling it and it seems there have been some ways to do it in the past but I couldn't find any that would be working nowadays. Any help would be highly appreciated1.7KViews0likes1CommentOculus Rift DK2 in 2019
Hello everyone. Is there anyone who still uses this? What's your hardware and software configuration? (OS, gpu, oculus runtime, graphic drivers) I am having random black screen issues on the headset and I need to solve them asap for work. My specs are: cpu: i7 8750H gpu: 1060 6 gb ram: 16 gb graphic card driver: 419.35 Unity version used: 5.2.2 Oculus runtime: 0.8 Thanks, have a nice day2.2KViews0likes1CommentOculus DK2 - display a video at a specific time
Dear all, My goal is to play a video on the oculus DK2, by selecting the time instant of the video to be displayed with the current position of a Falcon Novint robot. I have tried using TouchDesigner and the CHAI3D-oculus module, but I did not manage to display any video on the Oculus DK2. Applications playing videos from the Oculus store work perfectly fine. Therefore, I was thinking of starting one of these apps (such as "Open VR Video Player" that allows selecting a video within a specific path) to select the specific time, from the robot's position (read in the program running in C++ on visual studio 2015), at which the video should be displayed. Could that be doable? Did anyone try to perform a similar setup? Does someone have any recommendation? Thanks a lot in advance for your help! Simone1.6KViews0likes5Commentsrandom black screen on DK2 display
Hello everyone, I have some issues with an Oculus DK2 that was bought around 2016. We use it in our lab, but not to play games, we prepare some scenes with unity and then we wear the headset to just stay immersed there for some fixed amount of time. Every now and then the display in the headset turns black, even if the leds on the headset are still on and we can still see the image on the pc screen moving according to the movements of the head. When the headset display turns black, the led of the tracking camera turns off for a second and then turns on again, the image on the computer screen has a lag but then starts moving normally again, following the movements of the person, however the person wearing the headset sees black for the entire time. We are using the same notebook with an HTC vive headset and everything runs smoothly. the specs are the following, the pc is vr ready: cpu: i7 8750H gpu: 1060 6 gb ram: 16 gb graphic card driver: 419.35 Unity version used: 5.2.2 Oculus runtime: 0.8 Do you have any idea on how to fix this? thanks a lot1.1KViews0likes3CommentsHow to everything?
Hi there, I've been trying for several days to connect my DK2 with Unity, so to be able to see my vr projects, while be in edit mode (not have to build it). So far, I've achieved to connect the DK2 on my Mac and see the test-desk scene (utility app). Here comes Unity: I have downloaded and imported Oculus Integration 1.32.1 (latest version). The "Sample Framework" does not exist anymore. I have "played" any scene available in Oculus Integration 1.32.1 package. I only got blinder and blinder... So I ask for a simple step-by-step, up-to-date guide to set up DK2 for Unity and manage to see a simple sample project. starting with display settings (should I be in Mirroring or extended mode?), packages downloaded and settings. Thanx751Views0likes0CommentsIs 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.8.5KViews0likes13Comments