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oculus rift tracking result


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Hi,

 

We have been experimenting Oculus DK2 with Unigine recently, the tracking result is jittering comparing to the Oculus Rift's SDK sample demo(OculusWorldDemo).

 

Is it caused by our implementation in Oculus plugin or is there any parameter or setup we need to do inside unigine?

 

We are using Unigine 2.0 sim RC, on different computers, with DK2, and Oculus sdk 0.5.0.1beta

 

Regards,

Ian 

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Hi Ian,

 

We have been experimenting Oculus DK2 with Unigine recently, the tracking result is jittering comparing to the Oculus Rift's SDK sample demo(OculusWorldDemo).

 

Is it caused by our implementation in Oculus plugin or is there any parameter or setup we need to do inside unigine?

 

We are using raw input from the Oculus sensors. You can try to modify the modelview matrices by changine the head position or rotation data (please, check the data/core/scripts/system/stereo.h, line 300).

 

Could you also please try to use recommended Oculus SDK version (0.4.4) and configuration utility too?

 

 

BTW, the display HMD access mode is not supported very well, in RC, it crashed very often.

Do you have crashes with default built-in sample (data/samples/plugins/app_oculus_00)? If so, could you please give us more details about your system configuration, such as:

  1. OS version
  2. GPU Model and GPU driver version
  3. A debug engine callstack after the crash
  4. Engine log file after the crash

Thank you!

How to submit a good bug report
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1. OS version is Win 8.1

2. GTX 960M driver version 347.52

3. did not use debug version

4. engine log:

18:16:10 Loading "demos/tessellation/unigine.cfg"...

18:16:10 
18:16:10 ---- Plugins ----

18:16:10 Loading "AppOculus_x64.dll"...

18:16:10 
18:16:10 ---- Application ----

18:16:10 Loading "dxgi.dll"...

18:16:10 Loading "openal32.dll"...

18:16:10 Set 1182x1461 4xAA windowed video mode
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I tried on 0.4.4,  0.5.0.1,  0.6.0.1 , the result is same.

When using "Direct HMD access from apps", unigine crashed as described above occasionally, for the same scene. sometimes, it works fine, sometimes, it crashed.

 

Also, the tracking result is still jittering or the image is a little blur, comparing to oculus's own demo with the "direct HMD access mode".

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Hi Ian,

 

We will surely check the crash with direct HMD mode enabled.

 

Also, if you having blurry image when rotatin the head it can indicates that your fps is too low. Oculus recommends at least 75 steady frames per second for the DK2 to avoid any blurry effects. What fps in your scene in Oculus?

 

Thanks!

How to submit a good bug report
---
FTP server for test scenes and user uploads:

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Hi Ian,

 

And a few words about Oculus DK2 crashing in direct HMD mode on mobile GPUs: after some testing we've also started to get a really unstable results for GeForce 840M and Windows 8.1.

 

With 0.4.4 configuration utility I was able to run Oculus sample and Unigine Engine samples. I've also have a lot of crashes on engine startup and never get crashes after successful engine launch. The crash itself inside a OVRDisplay64.dll library (after the failed DX11 swap chain), we'll dig more into it (probably, this is our fault, but we can't say for sure at this time).

 

We've also can confirm that for regular (non-mobile) GPUs everything work as expected.

 

Thanks!

How to submit a good bug report
---
FTP server for test scenes and user uploads:

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