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by PaulWeston
Mon May 02, 2016 1:04 am
Forum: Rendering
Topic: Occulus Rift DK2 [ALSO: OpenVR]
Replies: 88
Views: 35280
My bad, of course I should have posted the compilation errors. Here they are, using a fresh copy of the openvr_dx11 branch, with the D3d11 folder added in, all libs and includes pathed correctly for the VR/Oculus stuff, and the code compiles fine except for these unresolved externals: 1>gfxD3D11Devi...
by PaulWeston
Sun May 01, 2016 5:44 pm
Forum: Rendering
Topic: Occulus Rift DK2 [ALSO: OpenVR]
Replies: 88
Views: 35280
Hey again, The DK1 already works fine with my existing T3D build, which is based on 3.7. I am planning to build a new EXE that will support the DK2/CV1, and include both EXE files with my distribution. *** So my problem relates only to this new build I am doing using 3.8 and your OpenVr/DX11 Branch....
by PaulWeston
Sun May 01, 2016 4:06 am
Forum: Rendering
Topic: Occulus Rift DK2 [ALSO: OpenVR]
Replies: 88
Views: 35280
Here is the difference between DX9 and DX11 for me, any ideas why DX11 crashes? Thanks :) DX11: core/scripts/client/oculusVR.cs (135): Unable to find function getOVRHMDDisplayDeviceId Attempting to create GFX device: AMD Radeon HD 6670 (D3D11) [] Device created, setting adapter and enumerating modes...
by PaulWeston
Sun May 01, 2016 3:55 am
Forum: Rendering
Topic: Occulus Rift DK2 [ALSO: OpenVR]
Replies: 88
Views: 35280
Ahhh, so just remove the /oculusvr folder from the project and recompile, it's no longer needed? So if I don't have steamVR an oculus runtimes installed, that might explain why it crashes for me? I only have the old Rift DK1, which never needs a driver or a runtime, it's just a display and worked gr...
by PaulWeston
Sun May 01, 2016 3:34 am
Forum: Rendering
Topic: Occulus Rift DK2 [ALSO: OpenVR]
Replies: 88
Views: 35280
OK thanks... And just to confirm, you use which Oculus SDK to compile this with? Because I tried using the 0.8 (that's what the source code in platform/input/oculusvr calls for), however it will not compile without changing the source code to use "ovrSession" instead of "ovrHmd". If I change those, ...
by PaulWeston
Sat Apr 30, 2016 4:13 pm
Forum: Rendering
Topic: Occulus Rift DK2 [ALSO: OpenVR]
Replies: 88
Views: 35280
Been trying to get the DX11 to work, but am having some issues... I have built a new EXE using the DX11/OpenVR build, and the executable runs fine in the sample Template as long as the Video option is set to DX9. But when I set to DX11 in the video options and then restart the game, it crashes on th...
by PaulWeston
Thu Apr 28, 2016 9:05 pm
Forum: Rendering
Topic: Occulus Rift DK2 [ALSO: OpenVR]
Replies: 88
Views: 35280
Well, AFX has been open-sourced for a while now, so that's no issue :)

This will be all rolled into our free Star Trek 50th Anniversary game, so people with newer Rift devices can experience the ship in VR, which will be awesome. It works great on my DK1, so I imagine DK2 will be even sweeter.
by PaulWeston
Thu Apr 28, 2016 8:36 pm
Forum: Rendering
Topic: Occulus Rift DK2 [ALSO: OpenVR]
Replies: 88
Views: 35280
I have thought about posting my custom engine mod to GitHub for those who want it, it includes tons of goodies merged in... However it uses the advanced character kit code which I am not sure I can include or not. We also use the Awesomium integration kit which is another commercial add-on. So, that...
by PaulWeston
Thu Apr 28, 2016 7:26 pm
Forum: Rendering
Topic: Occulus Rift DK2 [ALSO: OpenVR]
Replies: 88
Views: 35280
I was also wondering about some sort of pre-built sample project, for testing, mostly to have a copy of the game folder that would include any required mods to get the Oculus running... Is that possible to post somewhere? In my older 3.7 T3D version, there were manual edits required to the scripts t...
by PaulWeston
Thu Apr 28, 2016 7:12 am
Forum: Rendering
Topic: Occulus Rift DK2 [ALSO: OpenVR]
Replies: 88
Views: 35280
ahh yes I figured it must be something like that.

It's terrible how Oculus keeps moving the yard stick and not remaining backwards-compatible. Grr

Looks like I can get it to compile by just changing any instances of ovrHmd to ovrSession in the Torque code. It's running now.
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Search found 143 matches Page 2 of 15