Oculus Rift CV1 SDK Integration

Expanding and utilizing the engine via C++.
9 posts Page 1 of 1
JackStone
Posts: 67
Joined: Fri Oct 02, 2015 1:03 am
by JackStone » Sat Jun 04, 2016 6:42 am
Hello,

I will (finally) be receiving my Oculus Rift CV1 on Tuesday, hopefully, so I have started integrating the latest Oculus SDK to T3D 3.8.

It seems the current information is out of date. I am getting a lot of errors relating to functions and variables being changed or depreciated. Is there an up to date reference anywhere?

I can't seem to find much information on integrating the Oculus SDK with engines other than Unreal or Unity.

Is there anyone that knows how to port from, I believe, the 0.5 SDK which, T3D uses, to the newest version?
Johxz
Posts: 441
Joined: Sat Feb 07, 2015 11:37 pm
by Johxz » Sat Jun 04, 2016 2:35 pm
Last edited by Johxz on Sat Jun 04, 2016 2:42 pm, edited 3 times in total.
Timmy
Posts: 351
Joined: Thu Feb 05, 2015 3:20 am
by Timmy » Sat Jun 04, 2016 2:38 pm
JackStone
Posts: 67
Joined: Fri Oct 02, 2015 1:03 am
by JackStone » Sat Jun 04, 2016 8:14 pm
Thank you for those replies!

I had seen the oculus rift setup and demo links before, but I didn't realise that the dx11 openvr project had an "Oculus" Option, I'm currently downloading that.

Would it be possible to simply copy the Oculus specific information from that branch into my current engine version, or would it be easier to transfer my projects to the dx11_oculus version?
JackStone
Posts: 67
Joined: Fri Oct 02, 2015 1:03 am
by JackStone » Sat Jun 04, 2016 10:15 pm
The dx11 oculus version seems to give me the same issues as the current version of the engine. It seems to be aimed at the 0.8 SDK, and uses "ovrHMD" which is no longer in the SDK.
I'm still searching for an updated example using the recent SDK.
Timmy
Posts: 351
Joined: Thu Feb 05, 2015 3:20 am
by Timmy » Sun Jun 05, 2016 2:32 am
The oculus sdk is not been used, james is ploughing ahead using OpenVR instead, see the link i posted above for OpenVR branch. There is also a thread already in here about it.
JackStone
Posts: 67
Joined: Fri Oct 02, 2015 1:03 am
by JackStone » Sun Jun 05, 2016 9:42 am
Ahh, ok... So, OpenVR works with the Rift CV1? I thought it was a separate product entirely, no?
Timmy
Posts: 351
Joined: Thu Feb 05, 2015 3:20 am
by Timmy » Mon Jun 06, 2016 3:11 am
There is a thread over here for it http://forums.torque3d.org/viewtopic.php?f=9&t=63

I am not sure if CV1 support is there or not? With oculus stuff, OpenVR is just a wrapper over the oculus SDK, i would assume they support 1.3 sdk by now but not sure, ask over in that thread i posted above or just grab OpenVR yourslef and run the sample ;)
JackStone
Posts: 67
Joined: Fri Oct 02, 2015 1:03 am
by JackStone » Thu Jun 09, 2016 5:26 am
Great, Thank you!
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