How to do permanently turn off the guardian system in Oculus Rift S
Hi There has been a problem that guardian would not permanently turn off the guardian(disable boundary) system in Oculus Rift S. I have been trying to turn off the guardian system in all the time,but guardian will be active again although in the settings its still set at disabled. So I had to reset the protection system and disable it again. Recently I have found many reasons for his appearance, because we really want to find a solution .For example: 1)Change the intensity of the light. 2)Change your surroundings (more people is possible). 3)Restart the pc,and so on. There are too many uncontrollable factors, I want to achieve a fully automatic system, instead of manually setting it up again and again. Because there are security protections in reality, I am not worried about the harm caused by shutting down the protection system. I believe we have done a good job.However, the guardian system is leading to this trouble, which we constantly check whether the protection system is active.Of course ,it is unnecessary labor. I have contacted oculus, but there is still no solution.10KViews0likes15CommentsUnable to Enable Rift S Developer Mode
Hello, I am having serious difficulty enabling developer mode on my Rift S Device. I have attempted to search for solutions but insofar have been unable to find any. My developer account is verified. The device is plugged into both USB and HDMI and is fully operational. I have updated the mobile oculus and facebook apps on my phone, and am able to see the Rift S in devices, but there are no options to enable developer mode. I have also used the desktop app similarly to no avail. Is there something I am missing? Please let me know if you have had similar issues or if I am completely missing something. Thank you.3KViews0likes2CommentsUpdate project in QT 5.4.1 from Oculus DK2 to Oculus RiftS
Hello, I am having trouble updating a project in QT 5.4.1 to use the Oculus RiftS instead of DK2. I already installed the new Oculus SDK, but then I am getting syntax errors in the mainwindow.h (.cpp) and ovrinterface.h (.cpp). If I try the old (year 2012) Oculus SDK's the RiftS is not initilized. Which is clear, because there is no RiftS in the old OVR_Capi.h. Is it even possible to quickly add the Oculus RiftS, or do I have to change the whole project? Maybe some of you have an advice where to start? Thank you!! G0071KViews0likes0CommentsOculus RIFT S
Hello! I have tried everything! I have bought every usb hub posible I have done the device manager thing .I have done the power management thing with disabling and I have restarted it . Tried rebooting oculus and also reinstalled oculus app. I have adjusted the plug on the headset and I also by accident removed the headset and now cant re add it . I used to have the power surge alert but not anymore . It should be working fine I have had 0 issues until I removed the usb hub one time and when trying it again hours later it didn't work. I have a updated graphics card that meets system requirements and has a good working display port and that is plugged in and working . I have tried everything and need help! Please help me someone!!!814Views0likes1CommentTouch Controller input while Rift S is on Desk
I'm working on an unreal engine project with the Rift S. I have setup UE_LOG output to display in the unreal engine output log panel if I click buttons on the touch controllers. Everything works if I am wearing the Rift S. But if I take off the device and put it on my desk. The display in the device automatically turns off even though I can see the device is still tracking properly in the VR Preview of the editor. The touch controllers track properly in this state but the buttons stop responding. I would like to be able to leave the device on my desk and have the touch controllers report button clicks so i can see the various editor windows during development. How can I achieve this?514Views0likes0CommentsUpdated VRC Guidelines for Oculus Rift S
We have updated our Rift VRC Guidelines (https://developer.oculus.com/distribute/latest/concepts/publish-rift-app-submission/) to account for Oculus Rift S. Key changes include new frame rate requirements and deprecation of Windows 7 support. For all updates please see the the full update to the Rift VRC Guidelines (https://developer.oculus.com/distribute/latest/concepts/publish-rift-app-submission/) on the Oculus Developer Center.1KViews0likes0Comments