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Up and Coming
May 23, 2014

SDK v0.3.2 Preview 2 Discussion

Does the new SDK look like a super low-res blurry mess to anyone else? Is there a setting I'm missing?

I tried both importing the newest SDK into my own project and importing Tuscany into a brand new project and both result in low-resolution and heavy aliasing in the center of the screen.

I've uploaded an image as an example of what I mean: http://i.imgur.com/o169wyB.jpg

Edit: I missed a setting. It looks like turning on 4x Anti-Aliasing is required now.

Here's an image with 4x Anti-Aliasing enabled: http://i.imgur.com/ohBeaG9.jpg

Even with 4xAA on it still seems like it's a lot blurrier than the previous SDKs to me.

Here's some before: http://i.imgur.com/3wDbb8f.png and after: http://i.imgur.com/2DJd5NH.png images of a scene in my own project, from 0.2.5c to 0.3.2 Preview.

I understand that the distortion method and values have changed, but with the newer SDK the perceived resolution is much lower and the thus aliasing is much worse. It might be a reverse placebo, but I don't recall it being this bad with the 0.3.1 Preview. I can definitely attempt those comparisons too.

Anyone else have any thoughts?
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    88 replies

    New Participant
    July 16, 2014
    If it is known, could someone please tell me which elements of the unity integration control the Rift's sensors. In other words how would I re-import the sensor capabilities without having to import the whole integration package? Currently the scene is working well in the rift other than the "no sensor detected" and inactive motion tracking when I playtest or build. Thank you!
    Inspiring
    July 16, 2014
    "jjhaze" wrote:
    If it is known, could someone please tell me which elements of the unity integration control the Rift's sensors. In other words how would I re-import the sensor capabilities without having to import the whole integration package? Currently the scene is working well in the rift other than the "no sensor detected" and inactive motion tracking when I playtest or build. Thank you!

    Haven't tried it myself, but I believe that could be achieved by simply having an OVRDevice in your scene (and the Oculus plugins in the Plugins folder, of course). Then you would have access to a bunch of static functions that can be called from anywhere in your other scripts like:

    OVRDevice.IsSensorPresent()
    OVRDevice.IsHMDPresent()
    OVRDevice.GetAcceleration()
    OVRDevice.GetAngularVelocity()
    OVRDevice.GetMagnetometer()
    OVRDevice.GetCameraPositionOrientation()
    OVRDevice.SetPredictionTime()

    etc
    Titans of Space PLUS for Quest is now available on DrashVR.com
    Up and Coming
    July 21, 2014
    Still no luck with a dual OVRCameraController setup. I've tested every possible combination of "Lens Correction", camera depth, "use camera texture" and "flipY" but none of it is correctly distorted.

    Hope this get's fixed with the new SDK this week.
    ______________________ mySite www.darkfield-vr.com
    Up and Coming
    July 21, 2014
    Personally I am glad they are holding back shipping. The last thing I want is the DK2 to arrive without a solid way to run my project on it.

    Keep up the good work Oculus!
    Up and Coming
    July 23, 2014
    Hi:

    I'm curious if we are going to see a new SDK drop before the weekend? I'm going to demo my work to a few people on Saturday and just need to know if I'm going to have to roll back to previous SDK.

    Regards:


    John
    Up and Coming
    July 24, 2014
    That's what I was thinking. Hopefully I can do the implementation without any problems until gamescon in mid-august.
    ______________________ mySite www.darkfield-vr.com
    Up and Coming
    July 24, 2014
    Cybereality

    Thu Jul 24, 2014 6:41 pm
    It's coming out very soon now.


    viewtopic.php?f=26&t=10830
    check out my Mobile VR Jam 2015 title Guns N' Dragons
    Up and Coming
    July 24, 2014
    and here we go! v0.4.0! Will try it tomorrow
    ______________________ mySite www.darkfield-vr.com