Im playing with a oculus dk2, using ofxOculusdk2 from James George but i get jitter (choppy movement when you move the head), in the oculus forum i read that its a common issue because the rift needs to use 75hz and i can not set the main monitor to use this refresh rate (only get 60hz).
Its someone playing also with a dk2? Are you getting any choppy movement?
Im using that on a alienware x51, win7, of64, nvidia 660.
I was porting an old dk1 project (a gp bike sim), basically i have a 2dof platform, a gp bike over that and a helmet with the oculus and audio embedded. We record some laps with a 360 camera and also record the bike telemetry (so i can use the telemetry to move the 2dof platform) and the user can ride a real racing lap.
In the of app if i disable vertical sync i can get around 150-200 fps, when i enable vertical sync it locks the framerate to 60hz or 75hz. (depends on the hz that i set to the nvidia for the oculus screen) but i don’t get an smooth movement.
I tried without luck:
set the oculus as primary monitor
lower the dk2 resolution
use 60hz or 75hz
create a custom resolution for my pc monitor to run at 75hz (using a lower resolution)
Well, accidentally i found my issue, i have an nvidia card with optimus because the alienware has an internal GPU. I had it configured to use the nvidia for my app, so i understand that it going to use the nvidia card for rendering in my app, this always worked for me.
But what a surprise when i boot to the bios disable the discrete gpu and now my project works smoothly
I don’t really understand what happened here but seems solved now !!
I think that its on the addon, reading on the oculus forum seems like my alienware x51 with an nvidia 660 its less than the minimun recommended, they talk about a 770 or better.
hmdCaps |= ovrHmdCap_DynamicPrediction;
hmdCaps |= ovrHmdCap_LowPersistence;
Mantissa are your ussing the dk2 on osx?
Hi pizthewiz, do you know estrella galicia brand? its a very nice beer, right now i can not share the video but i can share the code if you are interested. In a pair of months we will make a post with info about that installation with more info
I am trying to use the ofxOculusdk2 addon in windows 7 and/or 8.1 Pro, but I am not even close to the problems that other oF+DK2 users are posting in the forum. I am not being able to connect the few hints I’ve found, so any help with the following questions will be appreciated.
It seems that using a 64 OF version is a must. Is that true? Do I need VS 2013 also? Since there’s not any official version for these options, how do you find/choose the right one?
From Pandereto’s answer in another post, is not clear to me if I have to compile ofxOculusDK2Lib first, in order to be able to work with the addon.
I have two graphic card options: GeForce GTX 260M (Alienware M15X) and Intel Iris Pro 5200. Trying the DK2 with Unity or the raw Oculus SDK (VS2013), both are doing their job, but I would love to have the OF option. Pandereto, the problem you were having with the nvidia 660 was solved or I am doomed with my options?
5.In c++ reference isnan is already defined for double values so I just commented that block. I compiled and these errors were gone.
6. For Errors 6 and 7 I checked oculusSDK documentation and discovered that from version 0.4.2, ovrHmd_GetEyePose was replaced by ovrHmd_GetHmdPosePerEye, and supposed something similar happened for ViewAdjust - HmdToEyeViewOffset. Yes, errors gone
7. For the last error message:
Error 1 error C1189: #error : define OVR_D3D_VERSION to 10 or 11 c:\of_v0.8.4_vs_release\addons\ofxoculusdk2\libs\libovr\src\capi\d3d1x\capi_d3d1x_util.h 34 1 DK2test
When I tried a line like [ #define OVR_D3D_VERSION 10 ] at the beginning of capi_d3d1x_util.h a lot of new errors appeared. I read some posts in oculus forums about the same issue, asking where to define it or how to deal with error C1189: always unanswered. That made me feel the problem was very stupid or the solution was really obvious or documented somewhere. Not being able to find that answer I decided to get rid of all the d3d1x files in CAPI (maybe those are there for a future DX release, don’t know). That was the solution and it finally worked.
Compiling the example was my first try but the addon was not included as a filter in the VS solution:
Error 1 error LNK1181: cannot open input file ‘libovrd.lib’ C:\of_v0.8.4_vs_release\addons\ofxOculusDK2\ofxOculusDK2Lib\LINK ofxOculusDK2Lib
Error 4 error C1083: Cannot open include file: ‘ofxOculusDK2.h’: No such file or directory c:\of_v0.8.4_vs_release\addons\ofxoculusdk2\example-oculusriftrendering\src\testapp.h 4 1 OculusRenderingBasic
So I decided to go for the projectGenerator (even if I know how to add the addon manually, I also noticed that the project has references to other addons and projects I do not require, i.e. ofxCameraSave, ofxGenerative…).
Well, I have been able to play for a while with the addon in windows 32 & 64. Really cool.
Pandereto, you mentioned you were rendering an extra screen and I am on a similar situation, needing to render the stereo image on the HMD, a single version of the 3D scene for another monitor, and a control -basic GUI- screen.
The first problem I found was that there was not an option in the addon for drawing in a specific location with specific size parameters. My first option was to search trough the addon code in order to deactivate the auto-resize behavior but I couldn’t. Second option: to use an FBO to wrap the oculus rendering (I put all the oculus rendering stuff that was running in the draw function in between an ofFbo begin and end functions in the update). That worked but two strange things happened:
the image was vertical inverted (I simply rotate the ofFbo).
It seems to have a different and lesser quality (mesh wires are not that clear, horizon line is not getting to the edges, and there is a white line surrounding the vision field.