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doles

Oculus Staff

doles Oculus Staff

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  • What is the type of "device->surface" and where does it come from?
  • Hi Dan, looks like its failing somewhere in eglCreateWindowSurface inside VrApi. First thought is make sure your WindowSurface is a valid ANativeWindow and that you are not yourself creating an EGLSurface from it since you are setting the VRAPI_MODE…
  • const int mask = 0xFFFE; ...should work for excluding CPU0 for the time being. And on current devices that shouldn't cause any issues but hard to make guarantees for future/unknown hardware. We will likely change the API to something a bit more fl…
  • Oh, also, those TA and SP are affinity masks and scheduler policy hex values for... TimeWarp, DeviceManager, AppMainThread and AppRenderThread. ...the last two are the thread IDs passed in via ovrPerformanceParms.
  • Hi, your hypothesis is pretty close actually! We have seen this crop up before. On some OS images the graphics driver included only uses kernel workers on CPU0 with default priority. So occupying that core with significant load can cause GL calls t…
  • You can also enable "VR Developer Mode" which allows you to run VR apps outside of a headset. You don't get head tracking obviously, but its convenient for debugging. https://developer.oculus.com/documentation/mobilesdk/latest/concepts/mob…
  • For native apps, look at the layer flag VRAPI_FRAME_LAYER_FLAG_SPIN coupled with ovrFrameLayer::SpinSpeed. This is how we do all of our loading spinners. Nice thing about that is it runs entirely inside timewarp so if your app misses frames due to l…
  • The error is basically saying the ClassLoader was already set for VrApi. So its not that it wasn't uninitialized, its that its being initialized twice without a vrapi_Shutdown call in between.
  • (Quote) 
Thats a pretty good use case!
  • Make sure you have the environment variable 'ANDROID_NDK' pointed at your installation of the NDK.
  • (Quote) 
Just FYI, we no longer require VR Developer Mode for OVRMonitor. It doesn't hurt, but it doesn't automatically turn it on nor require it like it used to. Step 2 is all thats necessary. Anyways, I will update this thread when there …
  • Yeah this is something thats still being tracked down. Its more rare than it used to be after we improved framebuffer compression a while back, but does seem to happen on some Windows machines and not others. Hopefully we will get a fix out there so…
  • vrapi_SubmitFrame() can do this via the ovrPerformanceParms struct. Typically you don't want to change levels too frequently, and ideally you do it during loading time between levels rather than during gameplay (as changes in clocks can sometimes ca…
  • 'adb devices' will print the IP of the device when connected over wifi versus USB. You can either plug in via USB and run 'adb devices' again or run 'adb shell getprop ro.serialno' to get the device ID when not using USB.
  • OVRMonitor doesn't use ADB for the data connection, it runs its own TCP protocol that allows higher bandwidth than ADB can support. ADB is only used in the "Device Settings" panel for the "Enable Capture" checkbox. After that, ju…
  • Without getting into specifics about upcoming plans, we are definitely pushing harder than ever to make GearVR a continuing success. Certainly no pull back... and if you want to help, we are hiring! https://www.oculus.com/en-us/careers/a0I1200000I9z…
  • Because the distortion required depends on both on the phone being used as well as the headset, we simply don't know what the correct distortion transform is until the phone is docked. This value is saved but resets anytime the phone reboots. So, i…
  • We will be releasing an updated SDK soon that adds a implicit volume notifier layer so apps don't need to implement it themselves. But in general, you really don't want to pop up any Android UI elements on top of a VR app. If you want to put up a h…
  • Does indeed sound like a colorspace issue, although not sure what could be going wrong. Any chance you can post screenshots of the same scene on s6 vs s7? Because as far as I know I have not heard of any other apps hitting this.
  • The fact that you are getting a zero length video does suggest we are crashing on the first frame after starting video capture. So this could be a bug on our side. I would love to get a logcat dump from you. You first want to download and install t…
  • You need to make sure you set the ExternalVelocity field in ovrFrameParms to compensate for your GlobalRotationMatrix.
  • Sounds like your app is crashing trying to come back from the Universal Menu. If you long press back to goto the UM and then press back again to go back to your app does it fail in the same way? "Since there is no way to go back to the app/gam…
  • Yeah, rather unlucky timing to have r11 drop right after we shipped the updated 1.0.0.1 SDK (which itself was intended to fix some build issues encountered by Mac users). But as mduffor says, next SDK release will bring out of the box r11 support al…
  • You need an app installed that contains the device osig file. If it can't find at least one app that contains your osig you will get that "You are not a developer" message. So it sounds like even though you installed CubeWorld, you didn't…
  • (Quote) Unfortunately its not really that simple. First issue is latency, even if you submit at refresh rate perfectly, your head transform still represents the pose when you *started* issuing the rendering commands on the CPU. So whatever the CPU…
  • (Quote) To clarify a bit... you should really consider VrApi as replacing SurfaceFlinger when in VR Mode. We do a lot of tricks like direct frontbuffer rendering, etc to reduce latency and improve performance. If SurfaceFlinger thinks there are mul…
  • You might be able to get clever with the blend function using src_alpha on the layers to have one cubemap mask out another. Tilers make this reasonably efficient in terms of multi-pass vs ubershader approach, but its the bandwidth of sampling the ac…
  • What device do you have specifically (model name + carrier)? And what version is your Gear VR Service (Settings->Applications->Application Manager->Gear VR Service)?
  • Our next SDK release (sorry, no ETA quite yet) will support NDK r11 out of the box with Clang support. In the mean time incrementing the toolchain version should keep things working.
    in NDK Rev11 Comment by doles March 2016
  • This is currently not something we currently support. We have been playing around with the idea of supporting sampling shaders in timewarp (at least for experimenting with new projections in dev mode), but with all our performance and scheduling con…
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