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Showing results for tags 'oculus'.
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Hi, I'm running into some issues regarding performance difference between Editor and app run via the SDK browser. Running the VR emulator in the editor tells me i should be getting ~8ms per frame when emulating the Oculus Rift. (~4ms-5ms when not emulating) However when I run the profiler in the app after launching from the SDK browser, I'm getting 21ms per frame while wearing an Oculus Rift. (~4ms-5ms as before when the headset is not being worn.) What is causing this massive difference in performance? Is the emulator simply inaccurate?
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- oculus
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Hi, I would like to release game at Oculus Store. Unigine has oculus plugin. It is enought to use it to develeop game for Oculus Store ? E.g. get access to Universal Menu, etc. ? Cheers Jan
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Hi, I'm currently evaluating Unigine and wanted to try out some of the Demos with an Oculus rift, however whenever I enable VR in the SDK Browser options and run a VR Ready demo, I get this error: ---- Plugins ---- Loading "AppOculus_double_x64.dll"... Unable to locate symbol: ovr_SetSynchronizationQueueVk Previous soft errors: Xml::load(): can't open "" file Config::load(): can't open "F:/Unigine SDK Browser/demos/oil_refinery_demo_2.7.1/data/unigine.cfg" file Unigine fatal error: AppOculus::AppOculus(): ovr_Initialize(): failed I updated my drivers before attempting to run any of the demos, I also have version 2.7 of Unigine installed. Any ideas on how to fix this? Thanks
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Hello How to change Oculus.controller.mesh to nice transparent hand as in oculus demos? as I can see in Unigine, there are built in models of controller - controller[0] = NodeReference::cast(Editor::get()->getNodeByName("oculus_touch_left_0")); located at "data\samples\plugins\nodes\oculus_touch_left.node" and no hands model how to implement skinned mesh models with some base poses for gestures instead of standard controller models? tutorials? implementation notes?
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Hi, all. I am working on a VR/MR project. I had to replace scene image by another image shot by a camera. I was trying creating a custom shader for post-processing to do this. The image on the PC monitor is OK but unfortunately VR headset showed double/overlapped images. e.g. You can take the Post-processing UUSL example provided by Unigine. And add a texture assigned a local picture in the material and then output the RGB color of this texture to replace the scene image in the frag shader. Anyone knows the reason or solution? Please help me find out it. thanks!
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hi, My project runs error in oculus mode. just one "eye" work. But it works well in demo valley. Unigine 2.0 oculus DK 2 App version: 1.5.0.0 OS: Windows 7, version: 6.1 build 7601, 64 bit, Service Pack 1 oculus_screen.bmp