MangoFusion Posted February 18, 2015 Share Posted February 18, 2015 (edited) Just to let everyone here know, I'm currently working on Oculus rift Rift DK2 support for T3D. Hopefully should be posting a progress report on this soon... Edited May 18, 2016 by MangoFusion Quote Link to comment Share on other sites More sharing options...
LukasPJ Posted February 18, 2015 Share Posted February 18, 2015 Nice! *applauds* Quote Link to comment Share on other sites More sharing options...
newaged Posted February 19, 2015 Share Posted February 19, 2015 Glad to hear someone is working on this. Hope it goes well for you. Quote Link to comment Share on other sites More sharing options...
buckmaster Posted February 19, 2015 Share Posted February 19, 2015 I got to try out a DK2 today - my first time in any Rift. Less FOV than I expected, though I was trying out a web app which had an abominably low framerate, which meant I was trying not to look around, which may have made it feel more claustrophobic than it would have otherwise...I'm super glad James decided to take this on! Excited to see how it goes. Quote Link to comment Share on other sites More sharing options...
MangoFusion Posted March 21, 2015 Author Share Posted March 21, 2015 Just an update for you guys here.Most stuff is now working more or less correctly, though I'm currently doing a few tweaks with the settings, tracking down a memory leak, and incorporating a second camera matrix into the rendering code. Also need to add an on-screen floating canvas thing so dialogs and such can pop-up correctly in-game as currently the oculus essentially takes over the rendering of the whole screen while active.Expecting to get this finished by next week. Quote Link to comment Share on other sites More sharing options...
JeffR Posted May 20, 2015 Share Posted May 20, 2015 Hey dude, just a heads up. Was trying to get everything compiled last night for testing on the oculus since I got it to actually display crap as mentioned.Running into errors in platform/input/oculusVR/oculusVRHMDDevice.cpp.Looks like it has a problem with a fair bit of stuff not being defined. Stuff like ovrD3D9Config, ovrHSWDisplayState, ovrD3D9Texture.Did a search but didn't turn up anything other than that particular file trying to reference them, so I think some files didn't get put up to the branch.Also, looks like the latest SDK requires a name change.the include header file "OVR_CAPI_0_5_0.h" is now "OVR_CAPI_0_6_0.h", if you wanted to accomodate for that. Just as a heads up.If I've just missed something on those references, lemme know. Quote Link to comment Share on other sites More sharing options...
JeffR Posted May 22, 2015 Share Posted May 22, 2015 Alright, got it all set up and running and it seemed to work pretty nicely.The only issue I could note is the head tracking seemed to not be fully smoothed. I dunno if that was just my headset not being calibrated, or if you saw that too. I vaguely remember you mentioning that though.Otherwise it seemed to work pretty well. Quote Link to comment Share on other sites More sharing options...
buckmaster Posted May 22, 2015 Share Posted May 22, 2015 What was the issue? Would be good to document your fix so others can test too :). Quote Link to comment Share on other sites More sharing options...
JeffR Posted May 22, 2015 Share Posted May 22, 2015 Basically, the latest 0.6 SDK doesn't work. They've deprecated D3D9 in it, so it's not compatible with T3D currently. Using the 0.5 SDK works fine though. Going forward, we need to focus on getting D3D11 running to maintain compatibility, or go more in on OpenGL. Quote Link to comment Share on other sites More sharing options...
LordThrash Posted June 4, 2015 Share Posted June 4, 2015 Quick question. would you guys expect to hit an exception when no device is detected? I was trying to add the code without the actual hardware attached."Oculus VR Device Init: Could not enumerate a HMD device. Simulating a HMD."And then exception at OculusVRHMDDevice.cppmSupportedCaps = hmd->HmdCaps;i hope to have a dev kit this weekend to see how it works and wanted to get a jumpstart on the code.-Rob Quote Link to comment Share on other sites More sharing options...
JeffR Posted June 4, 2015 Share Posted June 4, 2015 It should work fine without a headset set up.Something may not be getting initialized in script somewhere.Got the full log file we can look through? Quote Link to comment Share on other sites More sharing options...
LordThrash Posted June 6, 2015 Share Posted June 6, 2015 hi. I hope this is the log you want. If there is another log that would be helpful, let me know. I have been ignoring the pdb errors... This is a straight build from github torque3d development. I made a sister build without oculus on the same code and it worked fine.I was going to deactivate fmod and see what happens. 'Spear_Dev_DEBUG.exe': Loaded 'D:\BioCy\spear\Torque3D-development\My Projects\Spear_Dev\game\Spear_Dev_DEBUG.exe', Symbols loaded. 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\ntdll.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\kernel32.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\KernelBase.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\user32.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\gdi32.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\lpk.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\usp10.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\msvcrt.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\advapi32.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\sechost.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\rpcrt4.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\sspicli.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\cryptbase.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\imm32.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\msctf.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'D:\BioCy\spear\Torque3D-development\My Projects\Spear_Dev\game\Spear_Dev_DEBUG DLL.dll', Symbols loaded. 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\X3DAudio1_7.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\comdlg32.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\shlwapi.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\winsxs\x86_microsoft.windows.common-controls_6595b64144ccf1df_5.82.7601.18201_none_ec80f00e8593ece5\comctl32.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\shell32.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\winmm.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\wsock32.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\ws2_32.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\nsi.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\d3d9.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\version.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\d3d8thk.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\dwmapi.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\D3DX9_43.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\ole32.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\oleaut32.dll', Cannot find or open the PDB file Input Init: 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\XInput9_1_0.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\setupapi.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\cfgmgr32.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\devobj.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\dinput8.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\hid.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\wintrust.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\crypt32.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\msasn1.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\uxtheme.dll', Cannot find or open the PDB file keyboard0 input device created. mouse0 input device created. DirectInput enabled. Done 'Spear_Dev_DEBUG.exe': Loaded 'C:\Program Files (x86)\SlySoft\AnyDVD\ADvdDiscHlp.dll', Binary was not built with debug information. 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\clbcatq.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\XAudioD2_7.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\MMDevAPI.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\propsys.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\OpenAL32.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\wdmaud.drv', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\ksuser.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\avrt.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\AudioSes.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\msacm32.drv', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\msacm32.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\midimap.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\wrap_oal.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\dsound.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\powrprof.dll', Cannot find or open the PDB file The thread 'Win32 Thread' (0x360c) has exited with code 0 (0x0). The thread 'Win32 Thread' (0x23e4) has exited with code 0 (0x0). The thread 'Win32 Thread' (0x2ae4) has exited with code 0 (0x0). The thread 'Win32 Thread' (0x23c4) has exited with code 0 (0x0). The thread 'Win32 Thread' (0x3718) has exited with code 0 (0x0). The thread 'Win32 Thread' (0x69c) has exited with code 0 (0x0). The thread 'Win32 Thread' (0x3680) has exited with code 0 (0x0). The thread 'Win32 Thread' (0x23dc) has exited with code 0 (0x0). The thread 'Win32 Thread' (0x2c48) has exited with code 0 (0x0). The thread 'Win32 Thread' (0x2348) has exited with code 0 (0x0). The thread 'Win32 Thread' (0x376c) has exited with code 0 (0x0). The thread 'Win32 Thread' (0x1f50) has exited with code 0 (0x0). The thread 'Win32 Thread' (0x2eb4) has exited with code 0 (0x0). 'Spear_Dev_DEBUG.exe': Unloaded 'C:\Windows\SysWOW64\wrap_oal.dll' 'Spear_Dev_DEBUG.exe': Loaded 'C:\Windows\SysWOW64\wrap_oal.dll', Cannot find or open the PDB file The thread 'Win32 Thread' (0x2a28) has exited with code 0 (0x0). The thread 'Win32 Thread' (0x19b8) has exited with code 0 (0x0). The thread 'Win32 Thread' (0x2ccc) has exited with code 0 (0x0). The thread 'Win32 Thread' (0x27f0) has exited with code 0 (0x0). 'Spear_Dev_DEBUG.exe': Unloaded 'C:\Windows\SysWOW64\wrap_oal.dll' 'Spear_Dev_DEBUG.exe': Loaded 'D:\BioCy\spear\Torque3D-development\My Projects\Spear_Dev\game\fmodex.dll', Cannot find or open the PDB file 'Spear_Dev_DEBUG.exe': Loaded 'D:\BioCy\spear\Torque3D-development\My Projects\Spear_Dev\game\fmod_event.dll', Cannot find or open the PDB file SFXFMODProvider - FMOD Ex API version: 4.44.31 SFXFMODProvider - FMOD Designer API version: 4.44.31 The thread 'Win32 Thread' (0x37f4) has exited with code 0 (0x0). The thread 'Win32 Thread' (0x2918) has exited with code 0 (0x0). The thread 'Win32 Thread' (0x8a4) has exited with code 0 (0x0). The thread 'Win32 Thread' (0x2f80) has exited with code 0 (0x0). The thread 'Win32 Thread' (0x2acc) has exited with code 0 (0x0). The thread 'Win32 Thread' (0x2e30) has exited with code 0 (0x0). The thread 'Win32 Thread' (0x21d0) has exited with code 0 (0x0). The thread 'Win32 Thread' (0x358c) has exited with code 0 (0x0). The thread 'Win32 Thread' (0x9d0) has exited with code 0 (0x0). The thread 'Win32 Thread' (0x2434) has exited with code 0 (0x0). The thread 'Win32 Thread' (0x2600) has exited with code 0 (0x0). The thread 'Win32 Thread' (0x3158) has exited with code 0 (0x0). Oculus VR Device Init: Could not enumerate a HMD device. Simulating a HMD. First-chance exception at 0x11022206 (Spear_Dev_DEBUG DLL.dll) in Spear_Dev_DEBUG.exe: 0xC0000005: Access violation reading location 0x00000040. Unhandled exception at 0x11022206 (Spear_Dev_DEBUG DLL.dll) in Spear_Dev_DEBUG.exe: 0xC0000005: Access violation reading location 0x00000040. Quote Link to comment Share on other sites More sharing options...
LordThrash Posted June 6, 2015 Share Posted June 6, 2015 I just realized I think I used the older project generator. I will try the latest. Quote Link to comment Share on other sites More sharing options...
buckmaster Posted June 17, 2015 Share Posted June 17, 2015 I'm having issues with this with the release-3.7 branch merged in. Might there be code we need to update? Compiler errors:Error error LNK2001: unresolved external symbol "private: static class EngineClassTypeInfo > GuiOffscreenCanvas::_smTypeInfo" (?_smTypeInfo@GuiOffscreenCanvas@@0V?$EngineClassTypeInfo@VGuiOffscreenCanvas@@U?$_ConcreteClassBase@VGuiOffscreenCanvas@@@_Private@@@@A) C:\code\Torque3D\My Projects\37rc\buildFiles\VisualStudio 2012\projects\guiTSControl.objError error LNK2001: unresolved external symbol "public: static class Vector GuiOffscreenCanvas::sList" (?sList@GuiOffscreenCanvas@@2V?$Vector@PAVGuiOffscreenCanvas@@@@A) C:\code\Torque3D\My Projects\37rc\buildFiles\VisualStudio 2012\projects\guiCanvas.obj (Windows 7 x64, VS2012, no Oculus enabled.) Quote Link to comment Share on other sites More sharing options...
rlranft Posted June 17, 2015 Share Posted June 17, 2015 hi. I hope this is the log you want.Nope - In the game folder of your project there should be a console.log file - that will show what the engine was doing up until the crash. Quote Link to comment Share on other sites More sharing options...
LordThrash Posted July 10, 2015 Share Posted July 10, 2015 I got latest 3.7 and trying again with occlus sdk 0.5 all bone stock.First I had trouble with the OVR.h includes. I resolved it by adding the sdk files listed in into new folder LibOVR\Include\Kernel. Was that bad?Now I'm hitting this when compiling in vs20101>d:\biocy\37bin\engine\source\platform\input\oculusvr\oculusvrhmddevice.h(47): error C2039: 'HMDDevice' : is not a member of 'OVR' 1>d:\biocy\37bin\engine\source\platform\input\oculusvr\oculusvrhmddevice.h(47): error C2143: syntax error : missing ';' before '*' 1>d:\biocy\37bin\engine\source\platform\input\oculusvr\oculusvrhmddevice.h(47): error C4430: missing type specifier - int assumed. Note: C++ does not support default-inton this line: OVR::HMDDevice* mDevice;Im pretty noobie at this. Suggestions welcome.-Rob Quote Link to comment Share on other sites More sharing options...
PaulWeston Posted October 29, 2015 Share Posted October 29, 2015 I am also getting this error when trying to run a build of T3D 3.8 using Oculus SDK 0.5: Oculus VR Device Init: Could not enumerate a HMD device. Simulating a HMD. First-chance exception at 0x11022206 (Spear_Dev_DEBUG DLL.dll) in Spear_Dev_DEBUG.exe: 0xC0000005: Access violation reading location 0x00000040. Unhandled exception at 0x11022206 (Spear_Dev_DEBUG DLL.dll) in Spear_Dev_DEBUG.exe: 0xC0000005: Access violation reading location 0x00000040. Causes game to crash right away.Compile was flawless, not sure why this is happening.Used to have Oculus working fine in 3.6.3 (with older 0.1.5 Oculus SDK) before all the changes for DK2. But I would like to move my code up to 3.8, for many reasons especially any updated x64 stuff.Ideas anyone? Quote Link to comment Share on other sites More sharing options...
PaulWeston Posted February 10, 2016 Share Posted February 10, 2016 Trying this repo as well:https://github.com/Azaezel/Torque3D/tree/afx3.8_DX11Any way somebody can take a look at the code under platform/input/oculusvr and see about porting that up to DX11? All the refs are for Dx9 in there...Looking to have a modern build using latest Oculus sdk, which needs dx11, for testing in a dk2 and the new consumer units. Dx9 is no longer supported, as mentioned further up the thread... To stay current and be compatible moving forward that code needs a bit of tweaking...I'm taking a look, tried replacing dx9 refs with dx11, I know it's not that simple, but am starting there and seeing if I can figure something out. I'm not hopeful though lol.Anyone up for taking a look?Thanks cheers Quote Link to comment Share on other sites More sharing options...
JeffR Posted February 10, 2016 Share Posted February 10, 2016 Mango's probably gunna have the best idea of what's required to get it up to speed, as he was the one spearheading the occulus work before.I think he'd made a mention of looking at updating it once DX11 is rolled out, but I don't remember if that was a plan, or just musings. Either way, at minimum he'd be the best bet for posting a few pointers on what parts would need touching up to get it to hook with DX11. Quote Link to comment Share on other sites More sharing options...
Timmy Posted February 10, 2016 Share Posted February 10, 2016 Feel free to donate me one and i'll get it working :mrgreen: Quote Link to comment Share on other sites More sharing options...
PaulWeston Posted February 10, 2016 Share Posted February 10, 2016 We don't actually have the DK2 yet, I am just trying to stay ahead of the game :) Quote Link to comment Share on other sites More sharing options...
MangoFusion Posted March 19, 2016 Author Share Posted March 19, 2016 Hey guys, just a heads up - I'm updating the code to work with the d3d11 branch and the latest oculus SDK. Hopefully should have something working tomorrow.I'm also looking into adding OpenVR support for the HTC Vive, but that is largely dependent on receiving a vive as this stuff is hard to test without the proper hardware. Quote Link to comment Share on other sites More sharing options...
MangoFusion Posted March 21, 2016 Author Share Posted March 21, 2016 Just an update...I have the rift working with the 0.8 SDK and the d3d11 branch, but theres some weird problem rendering the left eye viewport. Not too sure whats going on here as the stereo rendering is setup identically so there must be some weird configuration issue with the oculus SDK.Will keep you guys updated. Quote Link to comment Share on other sites More sharing options...
PaulWeston Posted March 31, 2016 Share Posted March 31, 2016 Hey all,So, if I wanted to take another shot at porting up to 3.8, and have support for dk2, which is the best branch to use at this time?Thanks :) Quote Link to comment Share on other sites More sharing options...
JackStone Posted April 4, 2016 Share Posted April 4, 2016 I just wanted to chime in here. I am very interested in VR development, and even thought I don't own and Oculus Dev Kits, I have a preorder for the CV1 (Hopefully shipping soon). Once it arrives, I would like to volunteer to help get the latest Oculus SDK and CV1 supported in T3D. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.