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ccs

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Hiro Protagonist

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  • I can no longer edit original post, but here is an update that works with 5.4beta (version 16 as of this post). https://www.dropbox.com/s/q8zcylzs1ggt24n/LookInputSampleV6.zip?dl=0 * Completely removed OVR utils and OVR integration. Switched to …
  • I just updated to 5.4 beta and I see this is no longer working. I'll try to figure out what is broken.
  • Only the Canvas component has an Event Camera field, and you don't actually have to set it anymore as it defaults to the Main Camera which is a unified, both-eye VR camera nowadays. A while back the Oculus integration was 2 separate cameras for each…
  • Not the same config you have, but I have a 980M laptop (with no Optimus) running without any issues. In fact, it works great and seems to run most Oculus Home stuff perfectly. So while Oculus says it isn't supported, in some cases it might be. I sus…
  • I tried adjusting my existing profile from DK2 to 0.061, but Unity still reports back the default to me so not sure it is working: IAD changed to 64.0mm Not sure the profile method you described is working, but it sounds promising if you are going…
  • This post from tomf bodes well for (future) software IPD adjustments: https://forums.oculus.com/community/discussion/comment/358259/#Comment_358259 I tried testing it out and it doesn't seem to work (in Unity) though. I still see this in the conso…
  • I gave up after trying 100 different things. My DK1 is currently sitting on the shelf for the 1st time ever. My DK2 is lonely.
  • Yes, exactly what I was planning on using it for - multi-user development and experimentation. Same goes for DK1. I'm a part-time indie developer who isn't getting free dev kits, so I'm trying to make the most of what I already have.
  • I just had some minor success with DK1 with 1.3 running everything from my own app to Oculus Home and stuff in store. The big catch, however, is you must have DK2 or CV1 for this to work, and it only works for a few minutes. 1. connect up your DK2/…
  • Just ported one of my apps over to 1.3 and tried it out on DK2 (CV1 ordered). Gotta say it looks the best it has ever looked. I don't see the aliasing problem at all. I always thought something was a little off with gamma, and now it looks perfect. …
  • Ditto. Please add back IPD adjustment support for DK2. I realize this is set automatically on CV1 using hardware slider, but DK2 can still be useful for a long time just by adding this. While I'm at it, can I beg for DK1 support at the same time? I'…
  • Yeah I tried getting DK1 to work with DK2 camera plugged in. No go. DK1 screen still won't turn on even though software shows it is connected. I'm about to attempt a Unity build of one of my apps using new 1.3 SDK and see if I can run on DK1, but I'…
  • I am developing several things on the side. While I have a DK2 for primary development, I was still using DK1 for testing another computer with a different configuration and also to be sure my application isn't render-framerate-dependent (60hz vs 75…
  • If you install new 1.3 runtime using the download from Oculus today, you will not be able to play older 0.8 demos until they are rebuilt with new SDK. 1.3 runtime is not backwards compatible with 0.8 or earlier. I just tried it on my own 0.8 built a…
  • DK1 seems like it is almost still working. I just tried it and it shows up in the settings as connected and working, but games won't launch because there is no tracker. And the display doesn't turn on so it won't show home screen either. When I get …
  • DK2 working for me. I had to skip some of the steps in setup, but Home came up no problem! Awesome! Looking forward to sampling some games before CV1 arrives. Haven't tried DK1 yet...
  • My dk1 still seems to be working with 0.8. I still use it on my alternate development computer for testing. Hope it still works going forward even though it will gather dust once my CV1 arrives.
  • Yeah I tried it, and it works with 0.8 runtime. There are some really promising results, but there also seem to be a couple of issues that will hopefully be cleared up before full 5.4 release. First up the issues: 1. Turning on the 'Graphics Job…
    en Unity 5.4 beta Comentario por ccs febrero 2016
  • vrdaveb escribió : 5.3.2p4 actually includes one bug fix they didn't mention in the release notes. The bug made the Rift's initial pose get latched as the tracking origin, making the whole world look tilted. Thanks Dave! I just ran into t…
  • Assuming you are passing the level's string to NextLevelButton from the Button On Click () event (in the inspector), it looks like you have a bug in the code. You are passing the string "level2" to Application.LoadLevel instead of the variable level…
  • The only thing I can think of is the cursor object you are pointing to is not at 0,0,0 position on the canvas the cursor is a part of. The code moves the cursor canvas transform where the look raycast hit occurs. Then the code scales the cursor base…
  • Hi Vincent- Your explanation makes sense, and I am glad to see this. It allows more CPU/GPU parallelism. That is obviously the cause of the performance improvement we are all seeing. Well done! Old: Physics -> BehaviourUpdate & Comput…
  • I tried it out on my real project, and found similar results. I got back about 2ms of overhead (2.7ms -> 4.5ms) which is very comforting. My only concern is in the profiler it looks like the render thread is blocked/fully scheduled. I see this in…
  • Vincent informed me there was a new patch release of Unity out today that he thought addressed this issue. Not only does the new patch address the original performance degradation, it goes WAY past the previous high performance. Don't walk, but RUN …
  • I tried a couple more queue ahead values by editing OVRManager.cs to change it to see what would happen: 5.2.2p1 (0.1.2 utils - queue ahead 1.0) 7.2ms 5.2.2p1 (0.1.2 utils - queue ahead .25) 7.1ms 5.2.2p1 (0.1.2 utils - queue ahead .1) 4.2ms …
  • Hi Vincent- Putting that into DelayTest Start wouldn't do the trick due to these lines in OVRManager.cs change the value every frame based on queueAhead boolean set on the component: private void Update() { tracker.isEnabled = usePositionTrack…
  • Yes it uses uGUI and yes it works with GearVR with a bluetooth controller and limited function with the touchpad. If you want to get fancier with the GearVR touchpad to add scrolling of scrollbars or use it to control the cursor beyond just center l…
  • Here is an updated version of the project that works with 5.2.1p2 (5.2.2 should work as well) and uses Native VR + 0.1.2 Oculus Utils so it is compatible with latest Oculus runtimes (0.7 or 0.8): https://www.dropbox.com/s/g8ptl7w9xdewp ... 5.zip?…
  • I couldn't update the bug report directly, but I did respond the bug case email. Here is a link to the bug I filed on Unity: https://fogbugz.unity3d.com/default.asp ... l67j0fs7vl I'm sure they will fix this soon. It is too glaring of an issu…
  • Reran today with newer runtime, drivers, and Unity version for good measure and to make sure new drivers and runtime didn't break anything further (they don't). [email protected] 980M (no optimus - performs somewhere between 960 and 970) Windows 8…
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