Jittering of Textures
I am trying to build a VR application using the native oculus sdk provided by meta in Vulkan. I am facing an issue with textures in the application. The Textures are flickering(more like jittering) at the edges. The jittering is more prominent inside the VR. Any idea what might be the reason behind it? Furthermore I have already implemented mimapping for the textures and multisampling is also implemented. If any more details are required please let me know. Here is the link to the refenrence video. Flickering can be observed in the flower pot in the video.1.4KViews0likes1Comment3 yrs off "Oculus" - Return to this "Meta" dystopian corporate platform.... help!
1 - Why do I have to create a Nintento Mii mandatorily before just getting to the basic menus, I'm not 12. 2 - Where is my library I built when Oculus was good? Or is that just.... "gone for my benefit of experience?" 3 - Is Oculus Lounge still a thing, do I have a cool customizable home that feels warm and inviting and has a few mini games to reacclimate to VR, or is Home just that endless, empty, soulless void now? 4 - Have you guys considered building a help + support system UI for ease of use by humans, or..... ?933Views1like0CommentsDifferences programming for Quest 2 vs Rift S / CV1
Hello, Just a basic question regarding developing for Quest 2 and/or Rift S / CV1. Is the API fairly the same for all devices? I have the S and CV1 and was on the fence on buying the Quest 2. Are there specific mobile function calls used for the Quest series that are not available for the PC only devices? I would imagine there would be Quest only function calls and also functions that would not port over to the Quest from Rift Based applications that would need to be converted over to work. I am just trying to get a basic feel if maybe I should learn to program first with what devices I own before purchasing a Quest. Thanks in advance, StefanSolved1.9KViews0likes2CommentsAre there any official limitations on crossplay?
Apologies if this is a stupid question; I can't seem to find any official information about this! Essentially, is there anything that stops officially released Quest/Rift products from crossplay with other devices + platforms? Thanks :)540Views0likes0CommentsNeed a C# SDK wrapper for Rift/Rift S
Hello everyone, I'm working on a C# project (winforms) and try to get the connection status of Rift S devices (headset and 2 controllers). Because oculus provides us a C++ SDK, I searched on Internet for a C# wrapper but they are old. Has anyone seen a C# wrapper which compatible with the latest SDK ? Thank you.580Views0likes0CommentsHow to Force Oculus to Track Orientation of the HMD Relative to a Single Sensor
Hello. I want to force the Oculus Rift to track HMD rotation only relative to a sensor. I want to place the sensor and HMD on a moving simulator but when the simulator moves or rotates the camera in the game also moves because Oculus works on HMD world orientation and position. I want to solve this on a game which I am currently developing on Unreal Engine 4. Maybe I can fix this issue by somehow resetting the orientation and/or position and forcing the camera angles but I also want to use this setup on VR games on the market. For example I've a 2DOF(+/- 20 degree Pitch/Roll Axes) racing simulator and placed the sensor and HMD inside the simulator also used Project Cars 2. But when simulator moves camera in the game also moves. I thought I can fix the problem by forcing Oculus to track HMD transform only relative to the sensor somehow. But I couldn't find any option to force Oculus to use relative tracking. Can you help me on this. Thanks in advance.720Views0likes0Comments"customizable_texture" for Home import object, created in 3DS Max
Anyone any ideas how to create an object with a "customizable surface" material applied in 3DS Max? This material allows one to create an monitor screen for example onto which your PC desktop can be broadcasted. See : https://support.oculus.com/326598838066496/ instructions. In 3DSMax, I added "customizable_texture" to the name of to the used material, and then exported to GLB using the Babylon plugin. After I imported it into Oculus Home, the object has the option to be broadcasted to, but when I select that option, nothing happens I also tried to exporrt as GLTF, open it as a TXT file and added the "customizable surface" to the material name, and then converted to GLB. Same things happened. . Then I created an object in Blender and added the "customizable surface" to the material name, and export to GLB That gives an import error without further detail, and although it keeps showing the red exclamation points / boundary box after import, it does actually allow me to broadcast my desktop onto it successfully. Any ideas how t make this work, ideally in Max?How to get I different picture or video with two camera in rift?
I have a two camera and could get two video. I want to 3D view using my two cameras(for streaming). But when I use oculus rift , it just show 3D for desktop view. How can I make different left and right view in oculus rift.674Views0likes1Comment