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Up and Coming
July 25, 2014

SDK v0.4 Discussion

Woo! SDK 0.4! Congratulations to the Oculus Dev Team! :D

I hope you're all having a well-earned break! I do however have a couple of questions for other devs:

Is anyone else having trouble getting a preview going in the Game View in Unity?

I have the runtime installed and everything works correctly when I build the standalone player, but the Game View is just blank gray and looks the same as if there were no cameras present at all. This is with the DK1.

IsHMDPresent() also doesn't seem to be functioning correctly at all when I don't have my DK1 connected. Anyone else having trouble with it?

Edit: I just wanted to go ahead and make sure the Oculus Dev Team knows that we really appreciate what they do!

Having worked with software ourselves I'm sure most of us know how horrible it can be when you work incredibly hard for a deadline and then there's immediate unexpected issues.

We're just all really excited about getting our projects updated and working for our imminent DK2s and want to help get all these bugs hammered out so we can all enjoy working with and playing with all the new DK2 features. :)
    This topic has been closed for replies.

    64 replies

    excelynxAuthor
    Up and Coming
    July 25, 2014
    "Anticleric" wrote:
    The OVRCameraController forces Forward rendering at runtime. Click play and select it, and you'll see the problem.
    This is the shadow issue. If anyone can figure out a fix I would appreciate it. Technolust is also deferred.


    I don't think that's the issue. My understanding is that the camera that's attached to OVRCameraController more or less just takes the output from the two child cameras CameraLeft and CameraRight and renders that to the screen - which is perfectly fine to do in Forward rendering. Both the actual render cameras are respecting the Rendering Path from Player Settings.
    VisiR - Virtual Reality Music Visualisation
    excelynxAuthor
    Up and Coming
    July 25, 2014
    One more really minor thing I noticed: OnGUI doesn't seem to be working correctly when built to the standalone player.

    I was using a fullscreen 1x1 GUITexture to fade in and out of black which is a fairly common method for screen fades in Unity. This still seems to work in the editor, but for some reason isn't working in the standalone player.

    It's super minor and can be worked around incredibly easily, but I just wanted to give a heads up in case someone else was also using this method.
    VisiR - Virtual Reality Music Visualisation
    Inspiring
    July 25, 2014
    "excelynx" wrote:
    "Anticleric" wrote:
    The OVRCameraController forces Forward rendering at runtime. Click play and select it, and you'll see the problem.
    This is the shadow issue. If anyone can figure out a fix I would appreciate it. Technolust is also deferred.


    I don't think that's the issue. My understanding is that the camera that's attached to OVRCameraController more or less just takes the output from the two child cameras CameraLeft and CameraRight and renders that to the screen - which is perfectly fine to do in Forward rendering. Both the actual render cameras are respecting the Rendering Path from Player Settings.


    Well, I don't know what else would explain the game using forward rendering. Everything is set to deferred. But it's clearly either running forward, or all my lights just decided to randomly break.
    IRIS VR - TECHNOLUST - KERSER - BODY/MIND/CHANGE - QUANTUM CAPTURE - OCCUPIED VR
    excelynxAuthor
    Up and Coming
    July 25, 2014
    "Anticleric" wrote:
    Well, I don't know what else would explain the game using forward rendering. Everything is set to deferred. But it's clearly either running forward, or all my lights just decided to randomly break.


    It's definitely not using Forward rendering. The most likely explanation is that the projection matrices that Unity uses for the shadows are either not being set correctly, are unable to be set correctly (due to Oculus using custom matrices) or were accidentally broken by this SDK update. There's a good explanation of the most likely cause here: https://developer.oculusvr.com/forums/viewtopic.php?f=34&t=11014
    VisiR - Virtual Reality Music Visualisation
    New Participant
    July 26, 2014
    I just tried the integration with DK2 and Unity. Apparently I have a black screen in the editor (and - yep - the DK2 was set to extend) and nothing on the kit.
    If I run the standalone DirectToRift.exe it works fine.
    Did anyone encounter similar issues?
    sh0v0r
    Up and Coming
    July 26, 2014
    "excelynx" wrote:
    Does anyone have any ideas if there's a correct way to disable and re-enable the


    Try removing the OVRDevice component and placing it on another gameobject so it doesn't get disabled. Make sure you only have one of them.
    Inspiring
    July 26, 2014
    "semmy13" wrote:
    I just tried the integration with DK2 and Unity. Apparently I have a black screen in the editor (and - yep - the DK2 was set to extend) and nothing on the kit.
    If I run the standalone DirectToRift.exe it works fine.
    Did anyone encounter similar issues?


    Surprisingly I've noticed that if you enabled "Time warping" on the OVRCameraController you could actually see everything in the right way and the black screen in the editor was gone,i'm not sure why this works but it's actually so right now.

    Try to enabling it and you'll probabily solve the problem like me.

    However i've another issue.. In all my scenes everything is ok(except for some and already discussed light breaks cause by the deffered lights etc) but in just two scenes i've an issue.

    When a press "space" to see the little black screen on the GUI with the Fps and the other information,it appeared on the center of the screen and it didn't show any data.. Just "Fps:0.0,Resolution; / ,FOV: /" etc.. I've tried to place a prefab of the OVRPlayerController to simply compare them and after 20 minutes to check it out everything was the same,i couldn't be able to solve the issue.

    Any other have the same problem? Someone have any idea?

    Thanks
    MIND LABYRINTH VR DREAMS MIND UNLEASHED
    Inspiring
    July 26, 2014
    "excelynx" wrote:
    The most likely explanation is that the projection matrices that Unity uses for the shadows are either not being set correctly, are unable to be set correctly (due to Oculus using custom matrices)

    Exactly. See this thread: https://developer.oculusvr.com/forums/viewtopic.php?f=34&t=11014&p=145872. We are working with Unity to resolve the issue. For now, if you can't get good results with 0.4.0, you can still use 0.3 or 0.2. DK2 users will need to install the 0.4.0 runtime and disable the OVRService and OculusConfigTool to get positional tracking with older SDK versions. Here is how:

    • Perform any necessary calibration or IPD adjustment with the OculusConfigUtil and switch to Extended mode before closing it.

    • Close OculusConfigUtil by right-clicking the Oculus icon in your system tray and choosing "Exit".

    • Find OculusConfigUtil in the Start Menu under Start > All Programs > Startup. Right-click it and choose "delete" or drag it to another location.

    • Open the Windows Task Scheduler by clicking Start > Run and typing "Task Scheduler".

    • Select Task Scheduler Library.

    • Right-click "Oculus Service Sheduler" and select "Disable".
    Up and Coming
    July 26, 2014
    "vrdaveb" wrote:
    "excelynx" wrote:
    The most likely explanation is that the projection matrices that Unity uses for the shadows are either not being set correctly, are unable to be set correctly (due to Oculus using custom matrices)

    Exactly. See this thread: https://developer.oculusvr.com/forums/viewtopic.php?f=34&t=11014&p=145872. We are working with Unity to resolve the issue. For now, if you can't get good results with 0.4.0, you can still use 0.3 or 0.2. DK2 users will need to install the 0.4.0 runtime and disable the OVRService and OculusConfigTool to get positional tracking with older SDK versions. Here is how:

    • Perform any necessary calibration or IPD adjustment with the OculusConfigUtil and switch to Extended mode before closing it.

    • Close OculusConfigUtil by right-clicking the Oculus icon in your system tray and choosing "Exit".

    • Find OculusConfigUtil in the Start Menu under Start > All Programs > Startup. Right-click it and choose "delete" or drag it to another location.

    • Open the Windows Task Scheduler by clicking Start > Run and typing "Task Scheduler".

    • Select Task Scheduler Library.

    • Right-click "Oculus Service Sheduler" and select "Disable".


    Thanks for the update. Great to hear you guys are on it!

    Thanks:


    John
    Up and Coming
    July 26, 2014
    Glad to know the Deferred lighting issue is being looked at - my project is completely broken in 0.4 because of it.

    Additionally, is anyone else getting issues with Image Effects in Deferred lighting only? In my project with any of my image effects (Glow, Sun Shafts, Color Correction), running the game just results in a black screen with the health warning displayed over it. If I switch to Forward Rendering or turn off all the image effects, the game starts rendering again.
    My VR projects - Stage Presence and LMD VR Projects I've contributed to The Matrix VR and Star Citizen Follow me on Twitter @JonDadley