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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

    New Participant
    July 26, 2014
    Bloom, Sun Shafts, Color Correction in my scenes work - I got rid of the black screen by switching to DX9. Deferred lighting with HDR enabled.

    I have an issue though, where the scene rendered with rift cameras is a whole lot brighter compared to using a normal camera. if I switch from gamma colorspace to linear, the brightness stays the same with whatever camera I use.
    the effect is already visible on the monitor, so not a display difference.
    Up and Coming
    July 26, 2014
    Switching to DX9 doesn't seem to resolve the issue unfortunately. The only thing that resolves it seems to be disabling all of the image effects or switching to Forward. Weird.
    My VR projects - Stage Presence and LMD VR Projects I've contributed to The Matrix VR and Star Citizen Follow me on Twitter @JonDadley
    excelynxAuthor
    Up and Coming
    July 26, 2014
    "sh0v0r" wrote:
    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.


    Hm, unfortunately this didn't seem to solve the problem for me, but thanks for the suggestion!

    "vrdaveb" wrote:
    We are working with Unity to resolve the issue.


    Thanks vrdaveb! As always we appreciate your hard work and look forward to getting everything working. :)

    "JonDadley" wrote:
    Additionally, is anyone else getting issues with Image Effects in Deferred lighting only?.


    Ambient Obscurance doesn't appear to be working correctly, but I also have Bloom and Tonemapping running on my cameras and none of those three ImageEffects are causing any issues (besides not working) and definitely not causing any black screens on build.
    VisiR - Virtual Reality Music Visualisation
    Participant
    July 26, 2014
    "Anticleric" wrote:

    This is the shadow issue. If anyone can figure out a fix I would appreciate it. Technolust is also deferred.


    Bake absolutely everything that's nailed down. Then changed render mode of light to "important". Lastly, played with the range on point lights and found a cross over point where the edge was muted to the point of invisibility. But as your range increases, your going to have to adjust the intensity to approximate your previous look, but it is possible. Your endeavor should probably wait for an official fix, but that's what I have found that works. Also, the closer the light is to the camera, the easier it was to mitigate a shadow bug.

    (edit: more concise instruction)
    http://www.infinitydrivein.com
    Up and Coming
    July 28, 2014
    I'm also having issues with image effects. If I place an image effect script on OVRCameracontroler it applies the effect to both eyes. However when I compile the scene and run the application there is no effect.

    If I place the image effect script on each eyecamera Unity won't allow me to change the order of the scripts so that the effect is above the OVRCamera script. So I'm unsure if the effects are applied in the correct order.

    What is the proper workflow for image effects?
    Up and Coming
    July 28, 2014
    "mdk" wrote:
    I'm also having issues with image effects. If I place an image effect script on OVRCameracontroler it applies the effect to both eyes. However when I compile the scene and run the application there is no effect.

    If I place the image effect script on each eyecamera Unity won't allow me to change the order of the scripts so that the effect is above the OVRCamera script. So I'm unsure if the effects are applied in the correct order.

    What is the proper workflow for image effects?


    Once you have moved the order of the image effects, you have to apply the changes to the prefab itself (scroll to the top of the inspector, hit apply). If you don't, when you run the game the order will revert.
    My VR projects - Stage Presence and LMD VR Projects I've contributed to The Matrix VR and Star Citizen Follow me on Twitter @JonDadley
    Up and Coming
    July 28, 2014
    "JonDadley" wrote:
    Once you have moved the order of the image effects, you have to apply the changes to the prefab itself (scroll to the top of the inspector, hit apply). If you don't, when you run the game the order will revert.


    Thanks for the tip.
    Up and Coming
    July 28, 2014
    One thing that strikes me as odd is that the window mirroring appears to be an SDK setting. Shouldn't this be something the user sets in the display mode window of the driver?

    It seems likely that most developers will just leave it on without exposing any option inside their games, and if there is a potential performance hit then there should be some way to force it off. Also there is no reason for this behavior to vary between games, either you want to let other people see your VR view or you don't. Either way it doesn't seem like the kind of decision best left to the developer.

    Also, any way we could have the window display a non-distorted view? You have the buffer in memory after all.
    sh0v0r
    Up and Coming
    July 28, 2014
    "JonDadley" wrote:
    "mdk" wrote:
    I'm also having issues with image effects. If I place an image effect script on OVRCameracontroler it applies the effect to both eyes. However when I compile the scene and run the application there is no effect.

    If I place the image effect script on each eyecamera Unity won't allow me to change the order of the scripts so that the effect is above the OVRCamera script. So I'm unsure if the effects are applied in the correct order.

    What is the proper workflow for image effects?


    Once you have moved the order of the image effects, you have to apply the changes to the prefab itself (scroll to the top of the inspector, hit apply). If you don't, when you run the game the order will revert.


    This doesn't sound right, if you modify an instance of a prefab in your scene and make a build you should get the modified version it doesn't instantiate a new prefab at runtime because there is instance data in the scene. Ideally you want to avoid changing the default OVR prefabs incase you want to revert.
    sh0v0r
    Up and Coming
    July 28, 2014
    "javdog" wrote:
    "Anticleric" wrote:

    This is the shadow issue. If anyone can figure out a fix I would appreciate it. Technolust is also deferred.


    Bake absolutely everything that's nailed down. Then changed render mode of light to "important". Lastly, played with the range on point lights and found a cross over point where the edge was muted to the point of invisibility. But as your range increases, your going to have to adjust the intensity to approximate your previous look, but it is possible. Your endeavor should probably wait for an official fix, but that's what I have found that works. Also, the closer the light is to the camera, the easier it was to mitigate a shadow bug.

    (edit: more concise instruction)


    I would recommend avoiding doing any sort of hacks and workarounds to get it to work, it is broken and will be fixed.