Flickering Problem in Unity with Oculus Enabled
Hello devs, I am doing a game in Unity for Oculus Rift CV1. But I face some weird problem when VR is enabled. Mesh edges are flickering(juddering) and it becomes even worse when player moves. I am using Unity 2017.2 and latest Oculus SDK's OVRCameraRig in GTX 1070 with high 8x MSAA along with aniso. RECORDED GAME FOOTAGE : https://www.youtube.com/watch?v=KpW95Y3Xdvc&t=45 FOOTAGE FOUND ON INTERNET SIMILAR TO MY PROBLEM FOR BETTER UNDERSTANDING : https://imgur.com/a/PYium Why am I facing this problem even with high quality settings? Please do ask for details if u need any. FYI : * Using only Standard shader * Tried enabling/disabling MipMaps * Currently using FIlter Mode Kaiser, Trilinear, with aniso level 16.2.7KViews0likes2CommentsOculus Gone Silent
I am wondering if it is just me? or has Oculus gone silent for other developers. I can't seem to gain any contact anymore about my game, or about anything else. I have also contacted Oculus Start with no luck. I have sent multiple emails, with the only reply being the generic "Your email has been forwarded to the right team". Please let me know if it is just me or if others are having the same issue. Thanks.1.9KViews0likes8Commentsovr_GetRenderDesc vs ovr_GetFovTextureSize
Hi, I am running some tests and getting inconsistent numbers with values returned from ovr_GetRenderDesc vs ovr_GetFovTextureSize. So for the default parameters, these are the following values returned: Fov Tan Up: 0.889498, Down 1.110925, Left 0.964926, Right 0.715264 Fov Angles Up: 41.653038, Down 48.008022, Left 43.977371, Right 35.574772 Texture Size w: 1332, h 1586 ovr_GetRenderDesc then returns PixelsPerTanAngleAtCenter value of (792.760132, 792.760254). So given that PixelsPerTanAngleAtCenter is for a FOV of 45/45 based on the comments, the texture size for the values above should be (792.760132 * (43.977371 + 35.574772) / 45, 792.760254 * (41.653038 + 48.008022) / 45) = (1401, 1580) instead of (1332, 1586). Any idea why this is the case? As a test, I tried (fov_tan_left + fov_tan_right) * PixelsPerTanAngleAtCenter, so (0.964926+0.715264) * 792.760132 and that does equate to 1332, which if that is the equation, it doesn't quite make sense suming tangent of angles, does it? (I actually tried this with another set of fov angles, and that behavior seems consistent). Is this intentional or an error? Thanks1.6KViews0likes7CommentsRecent performance issues
Towards the end of December I was finishing up the intro of my VR game. The intro is just 5 minute ride introducing the story and environment they are about to experience in the actual game. It is built inside of UE4 (4.23). During the intro normal controls are turned off so they can't interact with the ride aside from looking around with their head. This intro was going to be my teaser reveal for my game as well. I polished it up rather well I like to think. Before December wrapped up I backed the project up across my various devices as it was a big milestone for my project. Everything ran well. No frame hitches, no audio skipping, no tracking issues from performance. I took a couple weeks off at this point for health reasons. It was supposed to be a good stopping location. Upon returning (a couple days ago) I have noticed that with the recent Oculus updates (forced) that performance changed in my intro. Now I get frame hitches, audio skipping, and tracking issues - regularly. What happened? I wrapped up that intro. It was done. No additional work went into it. Like a nervous school kid I verified it's fluidity 100 times. It was running perfectly, and now due to some oculus update it does not. How am I supposed to trouble shoot this as a developer? It's not like I know what you did under the hood. To trouble shoot this on my side I've kept windows updated, same with Nvidia Drivers. I migrated my project to UE4 4.24.2 hoping that your update was utilizing something in UE4 current. Still I get regularly hitches. Not just in my project mind you. I get them when I put the headset on. The moment I enter VR I'm getting stuttering that never occurred before. If I open up UE4 in the background - it's nearly unbearable. At this point I have no idea what to do. I know in these situations it's common to blame the other half - UE4. If there was a way to roll back my oculus version I'm certain my backed up UE4 4.23 version of my project would run flawlessly. What are other developers doing about this? Are we expected to modify our projects to accommodate the Oculus updates?1.4KViews1like3CommentsConverting Oculus project to OpenVR/Vive
Hey All, I created a project using the Oculus SDK but now I would like to convert it to use OpenVR so its compatible with both the Vive and the Oculus Rift. Is there any documentation on how to do this or any resources? I found some projects that use the Vive and Ive been trying to cross reference them with my project but Its not enough to go on with some things. Any suggestions or comments are greatly appreciated.1.3KViews0likes1CommentHow do I render Oculus Touch controllers in-game in Unity?
Hello, I'm trying to render the oculus touch controllers in-game with a model alias. In SteamVR this behavior happens automatically, but I cannot find anything in the OVR SDK documentation to indicate a built-in way to do this with oculus. I tried setting a mesh filter and renderer on the LeftHandAnchor and RightHandAnchor objects, but the model renders in the wrong place, though it does appear to movement track properly. Does anyone have any advice? The Left and RightHandAnchor objects aren't even documented in the sdk guide :/1.3KViews0likes0CommentsWebVr development
Hello, I'm trying to develop some vr visualization with hotspots to launch videos, display text and images in an Oculus like Krpano software. I need to display it on the web, I tried with firefox, it works for 1 day and now when I try to use the helmet, I have no video, just the head mouvements work . (win 10 x64 , firefox 72, aframe, babylon) I tried to uninstall both firefox and oculus, I tried on a new windows install on another computer with windows seven, the same... I think that's an update problem, but I can't resolve this issu. So my questions : - Have you experienced the same thing, have you found a solution ? - If you use webvr what is your development softwares. - I want to learn to use unreal engine too but I need webvr display at this time, is it possible to display / convert a unreal engine project? Thank you for your help918Views0likes2CommentsBUG: Oculus Home Import - Model textures loose filtering minFilter, magFIlter
1.) I upload a model into Oculus Home, from the _import folder (the picture frame with the storm trooper). 2.) Model looks as expected! Texture is rendered with minFilter, magFilter as set in the glb (see before image). 3.) Exit Oculus app on the computer, and then re start it again. 4.) Model texture *appears* to loose it minFilter, magFilter; and generator has changed to Facebook glTR Transmutator (v.1.5) (see after image). The model behind of the predator does not get touched by the transmutator--it's generator remains as it was original--I'm not certain why. I am hoping someone could shed some light to this. How do prevent the Facebook glTR Transmutator touching the model, because as I mentioned, it was perfect, but any model touched by the transmutator, their textures are crap. If needed, I can post the model that has the issue. before: after:903Views0likes1CommentOculus Rift problem with Unity URP project...
Hi All I am trying some 3D Environment with 2019.3.6f1Unity URP Template project and both Oculus Integration and Oculus Desktop plugins and I have a problem...... When I played this project in Unity 2019.3.6f1, I can see only ONE eye in my Oculus Rift Headset and I have not idea about what the problem are. I built one 2018.4.21f1 Unity 3D proyect template with the same Enviroment( but without URP) and I can see sucessfully( two eyes) in my Oculus Rift Headset I guess that maybe the problem could be for the Unity version or for URP topics, To be honest with you, I am confusing myself, for it, Could anybody help me to fix it? Thanks in advance Alejandro901Views0likes1Comment