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Neues SDK 0.7 am 20 August

Dieses Thema im Forum "Oculus Rift / S / Go" wurde erstellt von Hammerschaedel, 7. August 2015.

  1. Hat jemand von euch eigentlich schon was von dem neuen nVidia Treiber gehört?

     
  2. gehört schon, aber die dazu passende Runtime fehlt ja noch^^
     
  3. Richtig und genau das machte mich ja auch stutzig. ^^
     
  4. Obwohl.. wenn das jetzt der Fehler der während des testens der Runtime festgestellt wurde, dann frag ich mich doch... reden Nvidia und Oculus nicht mehr miteinander?
     
  5. Inzwischen ist es Donnerstag, wo sind die neuen Treiber? ;)
     
  6. Mitten in der Nacht gekommen...

    Oculus PC SDK 0.7.0.0 Beta

    The most significant change is the addition of the Direct Driver Mode and the removal of Extended Mode.

    Direct Driver Mode uses features of NVIDIA Gameworks VR or AMD LiquidVR to render directly to the HMD. If the installed GPU does not support NVIDIA Gameworks VR or AMD LiquidVR, it uses Oculus Direct Mode.

    The removal of the legacy Extended Mode means that users can no longer manage the Oculus Rift as an extended monitor, which will affect some games. Additionally, Standalone Mode (which uses the Oculus Rift as the only display device) is no longer supported.

    This release also improves alignment between the PC and Mobile SDKs and reduces the surface area of the PC SDK.
    Runtime Changes
    This release represents significant changes to the runtime. Changes include:

    The runtime now supports Direct Driver Mode. Direct Driver Mode requires the latest GPU drivers:
    NVIDIA Driver Version 355.83 or later
    AMD Catalyst Display Driver Version 15.200.1062.1005 or later
    Applications built against SDKs prior to 0.6 will not work with the 0.7 runtime. Developers should recompile their applications using the 0.7 SDK.
    Preliminary support for Windows 10, which requires Direct Driver Mode. If you are using Windows 10, make sure to get the recommended drivers.
    Extended Mode is no longer supported. This means that users can no longer manage the Oculus Rift as an extended monitor, which will affect some games built against SDKs prior to 0.6.
    Standalone Mode (which uses the Oculus Rift as the only display device) is no longer supported.
    The runtime no longer supports the 32-bit versions of Windows. Although you will need to use a 64-bit version to operate the runtime, 32-bit applications will still work properly.

    API Changes
    This release represents a major revision of the API. Changes to the API include:

    Converted ovrHmd_XXX function names to ovr_XXX. This is for improved internal consistency and consistency with mobile.
    Changed ovrHmd from a struct pointer to an opaque pointer and left ovrHmdDesc as a separate struct.
    Removed ovrHmd_ResetFrameTiming from the public interface, as it is no longer relevant since SDK v0.6.0 and does not appear to be in use.
    Removed ovrHmdDesc:EyeRenderOrder as it is no longer relevant.
    Changed ovrHmdDesc:productName and ovrHmdDesc::Manufacturer from pointers to arrays.
    Renamed ovrHmdDesc:HmdCaps to ovrHmdDesc::AvailableHmdCaps to provide available capabilities and added DefaultHmdCaps to provide the default capabilities.
    Added ovrHmdDesc: DefaultHmdCaps to convey the default caps to the user. This enables applications to support future HMDs correctly by default and allows applications to OR in caps as needed.
    Renamed ovrHmdDesc:TrackingCaps to ovrHmdDesc::AvailableTrackingCaps to provide available tracking capabilities and added DefaultTrackingCaps to provide default tracking capabilities.
    Added ovrHmdDesc: DefaultTrackingCaps to convey the default caps to the user. This enables applications to support future HMDs correctly by default and allows applications to OR in caps as needed.
    Added ovrHmdDesc: DisplayRefreshRate, which represents the nominal refresh rate of the newly created HMD.
    Removed the index parameter of ovrHmd_Create (ovr_Create) as we currently support a single HMD.
    Added the LUID parameter to ovrResult returned by ovrHmd_Create (ovr_Create).
    Added the ovrError_DisplayLost (6000) error return value to ovr_SubmitFrame.
    Removed ovrRenderAPIType: ovrRenderAPI_D3D9_Obsolete and ovrRenderAPIType: ovrRenderAPI_D3D10_Obsolete.
    Removed ovrHmdCaps: ovrHmdCap_LowPersistence and made it enabled by default. This fixes a bug in which an application that didn't call ovrHmd_SetEnabledCaps inherited the settings of the previous application instead of the default settings.
    Removed ovrHmdCaps: ovrHmdCap_DynamicPrediction and made it enabled by default on HMDs that support it (DK2 and later).
    Removed ovrInitFlags: ovrInit_ForceNoDebug.
    Made ovrLogCallback take a userData parameter, so application-specific context can be conveyed by the SDK user.
    Renamed ovrHmd_ResetOnlyBackOfHeadTrackingForConnectConf to ovr_ResetBackOfHeadTracking.
    Added ovr_ResetMulticameraTracking to reset the location of the headset.
    Removed ovr_WaitTillTime, as it has been deprecated for a while and implements an undesirable spin wait.
    ovrHmd_Detect was removed. You can now use ovr_GetHmdDesc(nullptr) instead.
    ovrHmd_CreateDebug was removed. To enable a virtual HMD when a physical one isn't present, use RiftConfigUtil utility.
    ovr_CreateSwapTextureSetD3D11 now takes an additional flags parameter.

    https://developer.oculus.com/downloads/pc/0.7.0.0-beta/Oculus_Runtime_for_Windows/
     
  7. Ich hoffe mal bis zu den Release Treibern wird auch DX12 unterstützt. ^^

    Jetzt wäre nur noch interessant wie die Performance mit den richtigen Graka Treibern ist. ;)
     
  8. AMD Treiberpaket 340MB die Dinger werden auch immer grösser ^^

    Na immerhin läuft die Demoscene hatte schon Angst das es nicht hinhaut da der Directmode bei mir nie funzte ^^
     
    #18 Loki, 28. August 2015
    Zuletzt bearbeitet: 28. August 2015
  9. Leider funktioniert bei mir nicht einmal die Demoscene...
    Die Rift wird erkannt sobald ich sie anschließe, aber sobald ich die Demoscene starte kommt die Fehlermeldung:

    "Service unavailable"
    "HMD powered off, check HDMI connection"

    LED an Kamera und Rift leuchten, in der Systemsteuerung tauchen Kamera und Rift als "Gerät funktioniert einwandfrei" auf.

    Hab Windows 10, GeForce GTX 770 353.82 und die neue sdk 0.7.0. (Grafiktreiber und SDK habe ich schon neu installiert)

    Hat jemand ähnliche Probleme oder Tipps?

    vr-riftwcbez.jpg
     
  10. Unter "Tools, Service, Configuration: Errors und Info" einstellen.

    DannD Demos laufen lassen und nach dem nächsten Crash ins log gucken,

    Tools, Advanced, Diagnostic log, da findet sich der Pfad zur LogDatei.

    Vielleicht steht da was drin.