LibOVR is not a valid Win32 application
I downloaded the Oculus SDK from here Downloads - Oculus SDK for Windows. However, the Oculus World demo project does not run in VS2022 and gives the error that Unable to start program LibOVR.lib, LibOVR.lib is not a valid Win32 application. This demo project builds but does not run. How do I make it run to test the demo application?1.8KViews0likes2CommentsUpdate 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!! G0071KViews0likes0CommentsSDK OpenGL samples
Hi, Is the TinyRoom OpenGL sample up-to-date for SDK 1.24? I'm updating my LWJGL3 example, and want to make sure it reflects best practice, especially since I noticed a lot of changes with regard to handling the eye pose. Also is that the only OpenGL sample available? And finally, are the samples tracked on github or the like, so that I can see what has changed since 1.3? Thanks for your time.867Views0likes1CommentLong delay for Touch disconnection event to be notified
Hello. I'm working on a title for Oculus Rift and Touch. We recently switched to the oculus SDK 3.4.1 Since the switch, we noticed a long delay (few seconds) between a controller disconnection and when this is reported to the game (in the order of seconds). This happens when the controller either runs out of battery or the battery is removed (the latter being the easiest way to test the issue). We believe disconnection used to be reported a lot quicker in previous version of the SDK/driver. We are working in a proprietary engine and we check the connection state by: - Verifying we have a valid input state (obtained with ovr_GetInputState) - Checking the flag for the specific controller (left or right) is set in input_state.ControllerType Has the behaviour changed in the latest SDK/driver? Is there, maybe, a better way to check for a disconnection of the controller? Thanks in advance for the answer, Best Regard, Samuele921Views0likes3CommentsPeripherals and SDK support
Quick question, I have not had time to dig into the Oculus SDK but is there support for adding third party peripherals to the proprietary communication system that links the controllers with the HMD? or would hardware developers need to setup our own Bluetooth type systems and have software developers interface with those? How are the hardlight people tackling it? (http://www.hardlightvr.com/) This is just idle interest at this point but it would be nice to see support for a peripheral market.729Views0likes1Commentlibgoatvr: 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.1KViews0likes2Comments