PCVR Development
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FPS capped at 37

I'm developing a program that uses so intensive graphics that it can't hit stable 75 FPS except in menus etc. My undestanding is that in that case the device's vsync causes it to render at 37 FPS which I'm observing. However, if I disable the device'...

glaze by Level 2
  • 6 replies
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Oculus Rift: software to screen a 360 Photo

Hi there!Is there anyone in this forum who knows about new software to screen a panoramic or 360 Photo on my Oculus Rift!?I've been looking for it in several different places but I couldn't find anything.I know some thing about "Total Camera", but it...

codec for 75fps videos?

I want to try some 75fps videos (and 90 next year) on the rift. Uncompressed avi can be to large to handle realtime. I seem to be able to export 60fps tops with h264. Can anyone recommend a good solution that would work with hd+ resolutions?

Live scene VR cameras around the world?

What if you wanted to visit say, the Eiffel tower, in Paris but didn't quite have the funds to get there. What if you could turn on your Samsung VR gear and view a live camera in Paris. Or even in Australia, or see the pyramids, all LIVE in VR 360 vi...

probad by Level 2
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Meshes look like splitted and overlapped

Hi, I'm building a level using unity, but when I have more than 5/6 buildings and I move the head looking at them the meshes look like they were splitted: a bit like I'd be drunk, I see two doors overlapping. I'm using a GTX660Ti, GpuZ says that I'm ...

jobim by Level 2
  • 1 replies
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Anyone working in custom/in-house engines?

Just curious if anyone here is developing or planning to develop their own 3D engine for use with the Rift?It might sound foolish, and very well probably is. It's been something I've wanted to do for a long time (build a 3D game, even a simple one), ...

ovrHmd_CreateDebug does not create virtual device

Why would ovrHmd_CreateDebug(ovrHmd_DK2, &HDM) failing with 0xfffff445 return value (called right after ovr_Initialize, which in turn returned ovrSuccess)? I'm unable to run any sample from SDK is installed, Oculus Runtime se...

lorond by Level 2
  • 4 replies
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3D Stereoscopic Animation Flick

Hi,We are trying to make 3D Stereoscopic VR animations. We did a lot os tests, and we still can't resolve an image flickering problem, that I think it is high latency.We did a TGA sequence of - 4096 x 2048 (360 degrees) at 60Fps for each eye. Than we...

Dlight by Level 2
  • 2 replies
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Techniques for improving text quality?

John Carmack has mentioned in some of his Oculus talks that there are ways to get higher quality text display on an HMD by rendering it separately from the rest of the scene. I haven't found any details about how to go about doing this though. Does a... Changes to build configurations?

The SDK no longer contains the pre-built LibOVR.lib, LibOVR64, LibOVRd.lib and LibOVR64d.lib files, that previous versions of the SDK did. It's still possible to compile these library files manually, but looking at the build configurations I ... Mirror Mode

The notes say that Mirror Mode is now enabled in extended mode and you can override the rendertexture that is used for mirroring. Is this available in the Unity integration package?Enabling mirror mode (OVRManager.display.mirrorMode = true;) doesn't ...

kwaver by Level 2
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SDK Version 0.2.3: only head tracking

Hi AllI am not that good with C++, and run in to problems with that I took the head tracking part, from the SDK 0.2.3 World demo and stripped until I had the head tracker to create the pitch/roll/yaw. But the application was still in C++. Now I moved...

amigob by Level 2
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  • 0 kudos compiling with Win32_GLAppUtils.h

I'm trying to build a few simple apps to explore the new SDK and I would like to reuse the structs found in the Win32_GLAppUtils header file. Unfortunatly, I'm getting linking errors when I try this. I've boiled one of the apps down to nothing and it...

0.6.0 Extended Mode Window Positioning

How should we position our window properly in extended mode? In 0.5.0, I'd check if we were in extended mode. If direct mode, I'd make my window just a standard window. In extended mode, I'd look at hmd->DisplayDeviceName, enumerate everything to fin...

360 Media PC Spec

Hi, I was just wondering what PC spec is required to view 360 videos?I recently built a pc to use mainly with the Oculus, but i can't view any of these 360 videos due to painfully low framerates.PC Spec: i5-4690K, GTX 980 SC, 8GB Ram, Samsung Evo SSD...

Anonymous by Not applicable
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Game developers - Make Stereographic 3D an OPTION

Hi guys,If there's anything we've learned from the Dirt RALLY thread (viewtopic.php?f=42&t=22689), it's that people have a hard time telling if things are really 3D.Carmak has gone on record stating that 3D isn't completely necessary, and has even sh...

RoyMi6 by Level 2
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How to get started....

What is the best way to get into VR development? I have a strong programming background but have never programmed games or worked with VR. I have been following Oculus forums for a while and I see that this technology is bound to take off. I got my D...

dkonya by Level 2
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Sixense Stem/Decoupled Aiming

Will 5-Tracker Stem Bundle Enable Decoupled Aiming; if yes, for what titles?! Will the Stem enable decoupled aiming in ALL PC titles or just the ones specifically made for the Stem? Also, I see that it's backwards compatible with the Hydra, but I don...

Prevent Hydra from acting like a mouse while in Unity.

I need some assistance with my Hydra. When I am previewing my game in Unity, the Hydra motion controllers work as expected. But, the right controller also causes my PC's mouse cursor to move around. When I try to grab things in my game, sometimes I e...

ridoutb by Level 4
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OpenGL Direct Rendering CLIENT Mode

Hi,I've previously successfuly implemented OpenGL Extended Desktop Client Rendering and now I've decided to add Direct Rendering mode support to that setup. I've googled a little bit the forum and I found this references and samples:https://github.co...

MrKaktus by Level 3
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OpenGL Shader Issues with

Since upgrading my OpenGL application to I've noticed some lighting issues. They seem to be related to rotations I apply to the camera; as I apply roll to the object to which I've attached my camera the scene gets darker. If I leave the objec...

Orientation : Correction to Docs

Just perusing the Oculus Developer documentation, and found a really bad error. We've taken the liberty of fixing it. Here's the error:YPR-wtf.pngAnd here's the fix, with upgrades:link : http://blog.dsky.co/2015/05/13/vr-tech-411-6dof-xyz-ypr-positio...

dsky9 by Level 2
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Inverse ghosting

I noticed, basically, inverse ghosting that is actually in the rendered image.This must be done in the libovr. What is it called?In this picture, I am looking(rotating) to the right:chair.pngI think it is an attempt to get the lcd to react faster.If ...

Matlock by Level 2
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Designing VR Tools: The Good, the Bad, and the Ugly

At a recent Designers + Geeks talk, Jody Medich and Leap Motion's Daniel Plemmons talked about some of the discoveries our team has made (and the VR best practices we’ve developed) while building VR experiences with the Oculus Rift and the Leap Motio...

Audio SDK with MAX/MSP 7

Hi all, my name is franky. I am quite new to this world but I love it. I am doing a BA project .. trying to make an immersive, interactive Audio experience On the Oculus..based on a Max/MSP pacth.I have a question (sorry if is a stupid one) I do I in...

Oculus Rift integrations into CryENGINE 3 FreeSDK.

Hi Community.Just wondering about any chances of getting integrated Oculus Rift support for this engine. Is anybody working with fitting this into the CryENGINE 3 FreeSDK? I am unsure if this can be achieved as the sourcecode provided for indie devel...

lavizh by Level 2
  • 35 replies
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