Occulus Rift DK2 [ALSO: OpenVR]

Materials, textures, lighting, postfx
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89 posts Page 3 of 9
PaulWeston
Posts: 143
Joined: Thu Apr 23, 2015 7:16 pm
by PaulWeston » Wed Feb 10, 2016 3:14 pm
We don't actually have the DK2 yet, I am just trying to stay ahead of the game :)
MangoFusion
Posts: 50
Joined: Wed Feb 04, 2015 12:00 am
by MangoFusion » Sat Mar 19, 2016 11:21 pm
Hey guys, just a heads up - I'm updating the code to work with the d3d11 branch and the latest oculus SDK. Hopefully should have something working tomorrow.

I'm also looking into adding OpenVR support for the HTC Vive, but that is largely dependent on receiving a vive as this stuff is hard to test without the proper hardware.
MangoFusion
Posts: 50
Joined: Wed Feb 04, 2015 12:00 am
by MangoFusion » Mon Mar 21, 2016 12:43 pm
Just an update...

I have the rift working with the 0.8 SDK and the d3d11 branch, but theres some weird problem rendering the left eye viewport. Not too sure whats going on here as the stereo rendering is setup identically so there must be some weird configuration issue with the oculus SDK.

Will keep you guys updated.
PaulWeston
Posts: 143
Joined: Thu Apr 23, 2015 7:16 pm
by PaulWeston » Thu Mar 31, 2016 4:43 am
Hey all,

So, if I wanted to take another shot at porting up to 3.8, and have support for dk2, which is the best branch to use at this time?

Thanks :)
JackStone
Posts: 67
Joined: Fri Oct 02, 2015 1:03 am
by JackStone » Mon Apr 04, 2016 7:55 am
I just wanted to chime in here. I am very interested in VR development, and even thought I don't own and Oculus Dev Kits, I have a preorder for the CV1 (Hopefully shipping soon). Once it arrives, I would like to volunteer to help get the latest Oculus SDK and CV1 supported in T3D.
PaulWeston
Posts: 143
Joined: Thu Apr 23, 2015 7:16 pm
by PaulWeston » Mon Apr 11, 2016 4:05 am
Any news on DK2/CV1 support?
MangoFusion
Posts: 50
Joined: Wed Feb 04, 2015 12:00 am
by MangoFusion » Sat Apr 16, 2016 5:32 pm
YO guys, an update in this general area...

I have rendering basically working with OpenVR, so should be able to wrap stuff into T3D fairly soon (minus controller support and more advanced stuff for the moment). Provided openvr has support for the latest oculus sdk, it should work with that fine.

I'm also looking to update to the latest oculus sdk but I cant currently give a timeframe on that.

Also apologies about not responding, I dont get notifications for this thread.
MangoFusion
Posts: 50
Joined: Wed Feb 04, 2015 12:00 am
by MangoFusion » Tue Apr 26, 2016 12:33 am
Hey guys, just an update.

Progress on openvr support is now being handled in my dx11_openvr branch, see https://github.com/jamesu/Torque3D/commits/dx11_openvr

Having a few issues with htc vive, however the current openvr code does work with the oculus runtime (not tried the latest runtime however).
PaulWeston
Posts: 143
Joined: Thu Apr 23, 2015 7:16 pm
by PaulWeston » Tue Apr 26, 2016 3:29 pm
Very good news :)

So, is this in a compilable and working state? Ie. if I can get it compiled, will a person using a DK2 or a CV1 be able to use it in-game?

Also, what are the SDK requirements / Project setup settings to compile this build in Visual Studio 2010?

Thanks :)
Paul
MangoFusion
Posts: 50
Joined: Wed Feb 04, 2015 12:00 am
by MangoFusion » Tue Apr 26, 2016 11:48 pm
Yo paul,

While the code is compilable there is a problem with the display not working on the htc vive, though it works for the oculus. I'm having a little trouble atm with my hardware sporadically detecting the vive so I have not yet been able to resolve the issue.

To compile there are some cmake build options, or alternatively you can just include the platform/input/openvr files and manually add in the openvr sdk from https://github.com/ValveSoftware/openvr

Note that openvr only works with d3d11, it will not work with d3d9. So you need the d3d11 engine code and the relevant files for the game folder in order to be able to use it.
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