Will the graphic video card Intel’s HD Graphics 520 work for the oculus rift?
I have a surface pro and i really wanna get a vr headset and my dad told me to look at the video card to see if it will work and I believe the Intel’s HD Graphics 520 is the one i have and I just don't want to get it if its not going to work on my surface pro.1.8KViews0likes1CommentThe Windows SDK version 10.0.10586.0 was not found
I was following the PC SDK getting started guide, and progressed relatively smoothly until I tried to run the demos in the samples file Samples/Projects/Windows/VS2015/Samples.sln in Visual studio 2015. I encountered the error "The windows sdk version 10.0.10586.0 was not found." I followed the steps to correct it in the guide as well: I followed the instructions: edit Project Properties → General → Target Platform Version and changed the version to 10.0.15063.0, which was the windows 10 SDK on my computer. However, with this, the same exact error remained, "The windows sdk version 10.0.10586.0 was not found." So I went even farther, going into the Windows10SDKPaths.props file, and changed all 6 instances of 10.0.10586 to 10.0.15063. However, the same exact error popped up once again. I've tried closing Visual studio and restarting my laptop between steps, however, the result is still the same. Can you please advise on how to fix this? Thanks in advance.24KViews0likes8CommentsLoading html5 videos in Oculus Web Browser
Hi everyone! I'm working on an application in AFRAME, where mp4 videos are loaded "on-demand" with javascript, but i have problems. Sometimes the Oculus Web Browser, despite the explicit load() of the video, does not start the loading, and does not track any event related to the video (no progress/canplay etc). Could it be a problem with caching or mp4 codecs? Is there a preferred way/best practice to loading html5 videos? Here is the main code, which works on Chrome/Firefox desktop & Android. Any reference/example could help a lot, thank you! var promisePlay; videoEl.src = src; videoEl.load(); videoEl.crossOrigin = "anonymous"; videoEl.addEventListener("progress", (e) => { var videoEl = e.target; console.log(' progress: ' + this.bufferedVid(videoEl), " ", videoEl.readyState); }, false); videoEl.addEventListener("canplaytrough", (e) => { console.log(" canplaytrough:", videoEl.id, videoEl.readyState); }, { once: true }); videoEl.addEventListener("stalled", (e) => { console.log(" stalled: " + this.bufferedVid(videoEl)); //try to load again videoEl.load(); }, false); videoEl.addEventListener("waiting", (e) => { console.log(" waiting: " + this.bufferedVid(videoEl)); //videoEl.load(); }, false); videoEl.addEventListener("canplay", (e) => { console.log(" canplay:", e, videoEl.id, videoEl.readyState, this.bufferedVid(videoEl)); faceEl.setAttribute("material", "src: #" + videoEl.id); promisePlay = videoEl.play(); var isPlaying = videoEl.currentTime > 0 && !videoEl.paused && !videoEl.ended && videoEl.readyState >= READY_STATE_FLAG && this.videoFlags[videoEl.id].playing; if (!isPlaying & promisePlay !== undefined) { promisePlay .then(() => { faceEl.setAttribute("material", "src: #" + videoEl.id); let vidObj = { volume: 0 }; AFRAME.anime({ targets: vidObj, volume: 0.85, duration: TIME_FADEIN_VOLUME_MS, easing: "linear", update: function() { videoEl.volume = vidObj.volume; } }); console.log(" *prom* playVideo: ", videoEl.id, videoEl.src, videoEl.readyState, videoEl.currentTime, videoEl.paused, videoEl.ended); }) .catch(err => { // AFRAME.log("*prom* err: playVideo:"+ err.toString()); console.log(" *prom* err: playVideo:" + err.toString()); }); } }, { once: true });3.1KViews0likes2CommentsRecenter / Quit from the Universal menu
I followed the guide: https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-vr-focus/ But the associated flags in the sessions structure are always false, even when clicking on the corresponding buttons in the universal menu. ovrSessionStatus status; ovr_GetSessionStatus(m_ovrSession, &status); if (status.ShouldRecenter) // always false { ovr_RecenterTrackingOrigin(m_ovrSession); } Due to the above I failed the app submission. .HmdMounted and .IsVisible work fine. Please advise. Thanks.1.7KViews0likes6CommentsVive Unity OpenVR SDK bad quality in play mode
Dear developer community We are developing a Unity Game with Oculus and Vive support. Currently, we have a problem with the Vive Integration. We use the SteamVR Plugin version 1.2.0 and The Lab Renderer version 1.0 we also tried it without the Lab Renderer. For simplicity, I will post a few pictures. If you start the Game W/o any VR SDK it looks like this https://puu.sh/tDZNl/4fd45d5e0d.PNG When we add then the Oculus SDK it looks like this https://puu.sh/tDZNm/216be39c02.PNG And finally, if we add the OpenVR SDK for the Vive it looks like this https://puu.sh/tDZNh/2083038722.PNG Has anyone an idea what might be the cause? Or has anyone the same problem fixed?699Views0likes0CommentsBest way to get working oculus avatar in Unity engine?
Ok, so I'm making an arena type game where character will move around a map shooting and attacking enemies and other players. Currently I have the avatar hands working (can pick up, throw objects) but the way I have the heirarchy set up I had to turn off the OVR player controller scripts HMD rotates Y option. Because of this a person can't turn in VR and head the direction they are facing. The have to remain forward and turn with the right touch stick only, which I find extremely nauseating. Does anyone know how I'd fix this?1.2KViews0likes3CommentsDK2 + windows 10 + gtx 970
I am having serious issues getting this to work on windows 10 I tested the helmet on mac everything works no problem. So i have windows 10 i tried the runtime 0.8 ..the display resolution is resetting like when you add a new monitor every 10 or so seconds. I can not make it stop. If i try the oculusSetup everything is detected except the hdmi connection. I tested the hdmi port and it works with other monitors. I repeat the helmet works without a problem on mac, this seems to be a Oculus + window 10 issue. I see the internet full of this question ? Is the support for DK2 simply dead ? Any idea how i get this to work ? live long and prosper *Spock sign*885Views0likes1CommentDifficulty pairing touch controllers
I received a set of touch controllers for development and am completely baffled by how to pair them. I followed the steps to pair the controllers on the Oculus documentation page https://developer.oculus.com/documentation/pcsdk/latest/concepts/pairing-touch-controllers/ However the current Oculus App shows no option to pair either touch controller in the settings. Has anyone else encountered this problem? Anyone have suggestions how to proceed?1.4KViews0likes1Comment