My OpenGL OpenVR application is very laggy
Hi All, I have an OpenGL application that is using OpenVR. (I know Rift is best with Oculus API, but as yet I do not have that option) Using a Vive every thing is fine. But using a Rift the image in the HMD is very very laggy and swimming. I have tried adding glFlush() and glFinish() calls all over the place. I have confirmed this on both nVidia and AMD hardware. Has anybody else seen this? Any suggestions on how to solve it? Thanks1.9KViews0likes4CommentsConverting 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.1.4KViews0likes1Commentlibgoatvr: my modular VR abstraction library
In case anyone is interested, I just finished a first working version of the clean redesign/rewrite of GoatVR, my modular VR abstraction library: https://github.com/jtsiomb/libgoatvr. It's a bit rough yet, but it can be used to make cross-platform VR programs. Currently it comes with the following VR backends/modules: Oculus SDK 1.x (windows) Oculus SDK 0.5 (last GNU/Linux version) OpenVR/SteamVR Side-by-Side stereo OpenGL quad-buffer stereo Anaglyph stereo (red-cyan glasses). More VR modules (OpenHMD? OSVR?) and input modules (such as 6dof spaceball devices etc) will probably be added in due course. The module to be used is automatically detected at runtime with a set of (hardcoded for now) priorities, or it can be selected by the application itself at runtime. Also modules with external dependencies can be disabled at build time if necessary. A program written against this library should work transparently with the oculus rift on windows and GNU/Linux (supported HMDs at the time of OVR 0.5 of course), should work with any HMD supported by OpenVR/SteamVR (so both HTC vive and the oculus HMDs), and should work in simple stereo mode with 3DTVs, shutter glasses, red-cyan glasses, etc. Of course some features will not be available with all modules. For instance, with the SbS module active, goatvr_view_matrix() will only give you the stereo offset and not any kind of head-tracking. Anyway, as I said this is an early version, but feel free to submit bug reports, feature requests, patches, etc, if you feel like using it.1.1KViews0likes2CommentsAny 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)Solved3KViews0likes3Comments