Occulus Rift DK2 [ALSO: OpenVR]

Materials, textures, lighting, postfx
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MangoFusion
Posts: 50
Joined: Wed Feb 04, 2015 12:00 am
by MangoFusion » Wed Feb 18, 2015 3:58 pm
Just to let everyone here know, I'm currently working on Oculus rift Rift DK2 support for T3D. Hopefully should be posting a progress report on this soon...
Last edited by MangoFusion on Wed May 18, 2016 8:09 pm, edited 1 time in total.
LukasPJ
Site Admin
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by LukasPJ » Wed Feb 18, 2015 4:27 pm
Nice! *applauds*
newaged
Posts: 31
Joined: Sat Feb 14, 2015 12:27 am
by newaged » Thu Feb 19, 2015 5:02 am
Glad to hear someone is working on this. Hope it goes well for you.
buckmaster
Steering Committee
Steering Committee
Posts: 321
Joined: Thu Feb 05, 2015 1:02 am
by buckmaster » Thu Feb 19, 2015 11:04 am
I got to try out a DK2 today - my first time in any Rift. Less FOV than I expected, though I was trying out a web app which had an abominably low framerate, which meant I was trying not to look around, which may have made it feel more claustrophobic than it would have otherwise...

I'm super glad James decided to take this on! Excited to see how it goes.
MangoFusion
Posts: 50
Joined: Wed Feb 04, 2015 12:00 am
by MangoFusion » Sat Mar 21, 2015 3:40 pm
Just an update for you guys here.

Most stuff is now working more or less correctly, though I'm currently doing a few tweaks with the settings, tracking down a memory leak, and incorporating a second camera matrix into the rendering code. Also need to add an on-screen floating canvas thing so dialogs and such can pop-up correctly in-game as currently the oculus essentially takes over the rendering of the whole screen while active.

Expecting to get this finished by next week.
JeffR
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Steering Committee
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by JeffR » Wed May 20, 2015 7:13 am
Hey dude, just a heads up.

Was trying to get everything compiled last night for testing on the oculus since I got it to actually display crap as mentioned.

Running into errors in platform/input/oculusVR/oculusVRHMDDevice.cpp.

Looks like it has a problem with a fair bit of stuff not being defined. Stuff like ovrD3D9Config, ovrHSWDisplayState, ovrD3D9Texture.

Did a search but didn't turn up anything other than that particular file trying to reference them, so I think some files didn't get put up to the branch.

Also, looks like the latest SDK requires a name change.

the include header file "OVR_CAPI_0_5_0.h" is now "OVR_CAPI_0_6_0.h", if you wanted to accomodate for that. Just as a heads up.

If I've just missed something on those references, lemme know.
JeffR
Steering Committee
Steering Committee
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Joined: Tue Feb 03, 2015 9:49 pm
 
by JeffR » Fri May 22, 2015 4:50 am
Alright, got it all set up and running and it seemed to work pretty nicely.

The only issue I could note is the head tracking seemed to not be fully smoothed. I dunno if that was just my headset not being calibrated, or if you saw that too. I vaguely remember you mentioning that though.

Otherwise it seemed to work pretty well.
buckmaster
Steering Committee
Steering Committee
Posts: 321
Joined: Thu Feb 05, 2015 1:02 am
by buckmaster » Fri May 22, 2015 8:26 am
What was the issue? Would be good to document your fix so others can test too :).
JeffR
Steering Committee
Steering Committee
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Joined: Tue Feb 03, 2015 9:49 pm
 
by JeffR » Fri May 22, 2015 3:37 pm
Basically, the latest 0.6 SDK doesn't work. They've deprecated D3D9 in it, so it's not compatible with T3D currently. Using the 0.5 SDK works fine though. Going forward, we need to focus on getting D3D11 running to maintain compatibility, or go more in on OpenGL.
LordThrash
Posts: 7
Joined: Wed Apr 15, 2015 11:59 pm
  by LordThrash » Thu Jun 04, 2015 10:00 am
Quick question. would you guys expect to hit an exception when no device is detected? I was trying to add the code without the actual hardware attached.

"Oculus VR Device Init:
Could not enumerate a HMD device. Simulating a HMD."


And then exception at OculusVRHMDDevice.cpp
mSupportedCaps = hmd->HmdCaps;

i hope to have a dev kit this weekend to see how it works and wanted to get a jumpstart on the code.
-Rob
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