Quest microphone, usable in windows
Hi, I would love to be able to use the quest microphone (I'm on quest 2) in windows, straight from startup (Quest Home Screen). I need it for OBS - So I can communicate with my viewers, while streaming (on twitch), without the need to be in any other app. like SteamVR + Stream Link. (Or the oculus web casting) Said in another way: I would like to be able to use the quest microphone in windows, without the need to cast anything. - Also the ability to easily adjust the microphone & headset audio levels independently, from inside the headset, would be awesome. Best Regards JB1.8KViews0likes3CommentsIncluding Oculus OpenGL support in Cuda code
Developing on: Windows 10, 64-bit PC in Visual Studio Community 2015 with Cuda 9.1 and Oculus SDK v1.26.0 I have a body of code I wrote a few years back that successfully compiled and ran using the older Oculus SDK (I think v0.0.8) and the DK2 Rift. I've recently upgraded to the Oculus SDK v.1.26.0 to work with the newest Oculus Rift HMD. In the code, I have my own Cuda code that makes use of Oculus's OpenGL extensions support header (CAPI_GLE.h). This header is built into, for example, the Oculus_RoomTiny example. The problem I am encountering is that when I include this header in my Cuda code (that gets compiled by the nvcc compiler), I get the error: C:\Oculus\OculusSDK_v1.26.0\Install\LibOVRKernel\Src\Kernel/OVR_Win32_IncludeWindows.h(136): error : expected a ")" I've created a sample program that demonstrates the failure. It can be recreated as follows: 1. Take the OpenGL version of the OculusRoomTiny project in the 'Samples' that come with the Oculus SDK 2. Add two new files: my_cuda_parts.h & my_cuda_parts.cu composed as follows: my_cuda_parts.h: #ifndef __MY_CUDA_PARTS_H__ #define __MY_CUDA_PARTS_H__ #define MY_DEBUG 1 #if MY_DEBUG #include "GL/CAPI_GLE.h" #else #endif #include "cuda.h" #include "cuda_runtime.h" #include "device_launch_parameters.h" #include <iostream> int my_fcn(void); __global__ void my_cuda_fcn(int a, int b, int * c); #endif my_cuda_parts.cu: #include "my_cuda_parts.h" int my_fcn(void) { int c; int *dev_c; cudaMalloc((void **)&dev_c, sizeof(int)); my_cuda_fcn << <1, 1 >> > (2, 7, dev_c); cudaMemcpy(&c, dev_c, sizeof(int), cudaMemcpyDeviceToHost); std::printf("2 + 7 = %d\n", c); cudaFree(dev_c); return c; } __global__ void my_cuda_fcn(int a, int b, int * c) { *c = a + b; } And in the main.cpp file of the OculusRoomTiny project: #include "my_cuda_parts.h" and put at the top of the WinMain function: int c = my_fcn(); std::printf("What is %d\n", c); When I include the GL/CAPI_GLE.h header in my_cuda_parts.h, I get the error. If I take that line out, the code compiles and runs correctly. Since this particular header is already included in the Win32_GLAppUtil.h that is part of the OculusRoomTiny project, it appears that when this header is processed by the Cuda compiler (using the nvcc compilation program), this error is triggered. Is there a way to successfully use this Oculus OpenGL header in my custom Cuda code?567Views0likes0CommentsLibrary Game Icon
Hi, I'm developing a vr game for oculus that is not in the store. the problem is that the game icon in the library is small with an ugly background. i tried to use a bigger game icon (set in unity player setting) but it doesn't change anything. Does anyone know how to solve it?3.9KViews0likes1CommentHow to run Oculus Demos from Windows SDK without Rift
Hello, I'm new to Oculus. While running oculusWorldDemo on ubuntu, two mirrored screens were produced and the sample ran beautifully. However on Windows, it just shows no HMD detected and I am unable to run the same. How can I run these demos on windows without a rift connected? Using Oculus Windows SDK 1.15 Running on Windows 7753Views0likes1Commentovrp_SetTrackingPositionEnabled via native OVR SDK?
Does anyone know how to implement the "ovrp_SetTrackingPositionEnabled" method found in the Unity "OVRPlugin.dll" using the C++ "Oculus SDK for Windows"? This is to experiment with other tracking solutions. So I don't want or need the OVR camera. In short how do I disable the camera's positional tracking system in the Windows SDK like I can in Unity's plugin?477Views0likes0Comments