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Add Oculus support #146
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Are you able to post the log when you perform the above steps? (console output of the command) Steam VR is the one that theoretically should work. |
This is the error I get when launching
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Thanks, this looks like the format of the texture is one oculus binding doesn't like. Needs some research. |
Would be curious if the OpenVR example works in Oculus SteamVR, because that's pretty much what Exokit is doing. |
Work on this issue might have conflicts with #286. |
Thanks for letting me know. I'm planning to get back to this after next week. |
Same issue. |
I’m getting this too. |
@dmarcos Is there a starting base for Oculus/libOVR bindings? I think @cmdrflexo wanted to dive in. |
Not sure if he had too much, at least not NAN bindings. I think flexo could start. I was gonna start on the mobile SDK. |
Just to throw in my two cents here, I have been able to use it on oculus through steam many times. I usually start like this in the exokit folder: Exokit version 0.0.482 - installed via git clone and npm install.
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Is there any performance hit or gotchas when doing so? I'm glad it works either way, was a pleasant surprise to hear. |
Not that i'm aware of, it just works. I actually used it quite a while ago around version 0.0.420 😏 and it worked just as well. Only issue i have was the movement-controls component had its axis' reversed but i don't think that was anything to do with exokit as it was already reported on their issue tracker. Maybe we should all list the kit we have in a sticky location so we know what everyone has to test with. |
Cool! Still will want native support, especially as headsets go standalone. I think there'd be some perf issues (we saw on WMR + Steam), perhaps as the app scales. Like does ATW work? |
Agree, should aim for native on all desired platforms. I'm guessing there's no other option for Santa Cruz/Quest anyway. Quest is Android though, so I'm not sure how much the binding would be Android vs how much OVR. |
I'm not sure on the ATW, how do i check that? |
Hi, I'm planning to start work on adding a native LibOVR binding. Just checking if anyone else has started work on this? |
Would be much appreciated! I don't think @dmarcos got very far, though there is a binary module at https://www.npmjs.com/package/native-oculus-deps |
Done |
Thanks!
…On Thu, Jan 3, 2019 at 9:19 AM Diego Marcos ***@***.***> wrote:
Done
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I also tried Oculus over Steam VR. Running
exokit.sh -h
and pressing ctrl-1 to enter VR mode results in a crash.The text was updated successfully, but these errors were encountered: