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Add Oculus support #146

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dmarcos opened this issue Jul 2, 2018 · 21 comments
Open

Add Oculus support #146

dmarcos opened this issue Jul 2, 2018 · 21 comments
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bug Something isn't working enhancement New feature or request

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@dmarcos
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dmarcos commented Jul 2, 2018

I also tried Oculus over Steam VR. Running exokit.sh -h and pressing ctrl-1 to enter VR mode results in a crash.

@avaer
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avaer commented Jul 2, 2018

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.

@dmarcos
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dmarcos commented Jul 2, 2018

This is the error I get when launching node index.js -h after pressing ctrl-1 and Oculus Rift present via SteamVR.

Error: Compositor error: VRCompositorError_TextureUsesUnsupportedFormat
    at _blit (C:\exokit\index.js:701:39)
    at Timeout._recurse [as _onTimeout] (C:\exokit\index.js:1151:5)
    at ontimeout (timers.js:427:11)
    at tryOnTimeout (timers.js:289:5)
    at listOnTimeout (timers.js:252:5)
    at Timer.processTimers (timers.js:212:10)
Bugsnag:  Encountered an uncaught error, terminating…
Error: Compositor error: VRCompositorError_TextureUsesUnsupportedFormat
    at _blit (C:\exokit\index.js:701:39)
    at Timeout._recurse [as _onTimeout] (C:\exokit\index.js:1151:5)
    at ontimeout (timers.js:427:11)
    at tryOnTimeout (timers.js:289:5)
    at listOnTimeout (timers.js:252:5)
    at Timer.processTimers (timers.js:212:10)

@avaer
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avaer commented Jul 2, 2018

Thanks, this looks like the format of the texture is one oculus binding doesn't like. Needs some research.

@avaer
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avaer commented Jul 2, 2018

Would be curious if the OpenVR example works in Oculus SteamVR, because that's pretty much what Exokit is doing.

@avaer avaer added the bug Something isn't working label Jul 2, 2018
@avaer avaer mentioned this issue Jul 2, 2018
@avaer avaer added the enhancement New feature or request label Jul 6, 2018
@avaer
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avaer commented Aug 1, 2018

Work on this issue might have conflicts with #286.

@dmarcos
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dmarcos commented Aug 1, 2018

Thanks for letting me know. I'm planning to get back to this after next week.

@etiennepinchon
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Same issue.

@shawwn
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shawwn commented Sep 1, 2018

I’m getting this too.

@avaer
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avaer commented Sep 26, 2018

@dmarcos Is there a starting base for Oculus/libOVR bindings? I think @cmdrflexo wanted to dive in.

@ngokevin
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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.

@sidequestlegend
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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.

node . https://aframe.io/a-painter/

@avaer
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avaer commented Oct 7, 2018

Is there any performance hit or gotchas when doing so? I'm glad it works either way, was a pleasant surprise to hear.

@sidequestlegend
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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.

@ngokevin
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ngokevin commented Oct 7, 2018

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?

@avaer
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avaer commented Oct 8, 2018

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.

@sidequestlegend
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I'm not sure on the ATW, how do i check that?

@ZNixian
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ZNixian commented Dec 19, 2018

Hi, I'm planning to start work on adding a native LibOVR binding. Just checking if anyone else has started work on this?

@avaer
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avaer commented Dec 19, 2018

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

@avaer
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avaer commented Dec 22, 2018

@dmarcos related to this, would you mind sharing collaborator status on npm/native-oculus-deps with @kazmer?

@dmarcos
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dmarcos commented Jan 3, 2019

Done

@avaer
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avaer commented Jan 3, 2019 via email

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