Senior VR Gameplay Programmer (Remote Only, US preferred)Osso VR is the
leading Virtual Reality Surgical Training & Assessment Platform with a
mission to improve patient outcomes, increase the adoption of
higher-value medical technologies and democra...
I'm interested in experimenting with VR rendering using DirectX
raytracing where the Rift lens distortion could be directly corrected in
the ray generation shader rather than rendering an undistorted image
relying on the Oculus runtime to then warp t...
Since updating to Unity 2017.2 I'm only hearing audio out of the left
ear for GameObjects with an AudioSource and OSPAudioSource attached. I
switched to use the new TrackedPoseDriver to drive the head position
with the AudioListener attached and I'm ...
At the presentation on the Avatar SDK it was stated that the SDK is
designed to be somewhat modular and the hands will be usable without the
Avatar heads and networking features. I assume this is how the 'Toybox'
style hands are going to be made avai...
After seeing the announcement at Connect last week I somewhat rashly
thought to try out plugging in a third camera today to see if support
was enabled yet. After spending several hours uninstalling and
reinstalling Oculus Home (didn't solve the probl...
@volgaksoy thanks for the info, for some reason I missed the
notification for your reply and only just saw it. I'm still waiting on
my RTX GPU but yeah this is really about being able to experiment with
approaches that might make more sense with futu...
It's a good point about timewarp but ideally I think you'd want both. I
don't want to waste precious rays around the periphery where a lot of
resolution is wasted when rendering undistorted (although things like
lens matched shading help there, there...
Hmm, trying to investigate this further I don't seem to be able to
reproduce it at the moment. It was definitely causing problems
earlier... I'll post further info if I'm able to find a reliable repro.