background image

4 | Getting Started with the SDK | Oculus Rift

Getting Started with the SDK

This guide describes how to install the SDK and try the demos.

Recommended Specifications

Presence is the first level of magic for great VR experiences: the unmistakable feeling that you’ve been

teleported somewhere new. Comfortable, sustained presence requires a combination of the proper VR

hardware, the right content, and an appropriate system.

For the full Rift experience, we recommend the following system:

• Graphics Card: GTX 1060 / AMD Radeon RX 480 or greater
• Alternative Graphics Card: NVIDIA GTX 970 / AMD Radeon R9 290 or greater
• CPU: Intel i5-4590 equivalent or greater
• Memory: 8GB+ RAM
• Video Output: Compatible HDMI 1.3 video output
• USB Ports: 3x USB 3.0 ports plus 1x USB 2.0 port
• OS: Windows 7 SP1 64 bit or newer, plus the DirectX platform update

Additionally, make sure you also have the latest GPU drivers:

NVIDIA Driver Version 355.83 or later

AMD Catalyst Display Driver Version 15.200.1062.1005 or later

The goal is for all Rift games and applications to deliver a great experience on this configuration. Ultimately,

we believe this will be fundamental to VR’s success, as you can optimize and tune your experiences for a known

specification, consistently achieving presence and simplifying development.

Oculus Rift Setup

Before installing the SDK, Oculus recommends making sure the firmware, runtime, and hardware are correctly

configured and tested.

To install the runtime and hardware, follow the steps in Oculus Setup. If you are not running the latest firmware

while using Oculus Setup, it will automatically install the latest firmware and drivers.

For more information about setting up the Oculus Rift, see 

https://www.oculus.com/setup/

.

Note:  Because you are doing development work, make sure to enable unknown sources. To enable

Oculus to run software from unknown sources, click the gear icon and select Settings. Then, click

General and enable Unknown Sources.

 

 

 

Summary of Contents for Rift

Page 1: ...Oculus Rift Getting Started Guide Version 1 11 ...

Page 2: ...LUS and RIFT are trademarks of Oculus VR LLC C Oculus VR LLC All rights reserved BLUETOOTH is a registered trademark of Bluetooth SIG Inc All other trademarks are the property of their respective owners Certain materials included in this publication are reprinted with the permission of the copyright holder ...

Page 3: ...ions 4 Oculus Rift Setup 4 Oculus Rift SDK Setup 5 Installation 5 Compiler Settings 5 Build Solutions 5 Getting Started with the Demos 6 Software Developers and Integration Engineers 6 Artists and Game Designers 7 OculusWorldDemo Demo 8 OculusWorldDemo Controls 8 OculusWorldDemo Usage 9 ...

Page 4: ...test GPU drivers NVIDIA Driver Version 355 83 or later AMD Catalyst Display Driver Version 15 200 1062 1005 or later The goal is for all Rift games and applications to deliver a great experience on this configuration Ultimately we believe this will be fundamental to VR s success as you can optimize and tune your experiences for a known specification consistently achieving presence and simplifying ...

Page 5: ...tware through Oculus Setup Compiler Settings The LibOVR libraries do not require exception handling or RTTI support Your game or application can disable these features for efficiency Build Solutions Developers can rebuild the samples and LibOVR using the projects and solutions in the Samples and LibOVR Projects directories Windows Solutions and project files for Visual Studio 2010 2012 2013 and 20...

Page 6: ... of the Oculus SDK It contains logic necessary to initialize LibOVR core access Oculus devices use the player s profile implement head tracking sensor fusion stereoscopic 3D rendering and distortion processing OculusRoomTiny comes with Direct3D 11 OpenGL and Direct3D 12 variants each with their own separate projects and source files Note The Oculus Room Tiny DX12 sample projects for each of VS2010...

Page 7: ...s When running OculusWorldDemo in Windows is uses Direct3D 11 by default However you can choose the OpenGL rendering path by appending the command line argument r GL to the executable Beyond experimenting with the provided sample code Oculus recommends reading the rest of this guide It covers LibOVR initialization head tracking rendering for the Rift and minimizing latency Artists and Game Designe...

Page 8: ... SDK You can find a link to the executable file in the root of the Oculus SDK installation The following is a screenshot of the OculusWorldDemo application Figure 2 OculusWorldDemo Application OculusWorldDemo Controls The OculusWorldDemo uses a mix of standard and specialized controls The following table describes keys and devices that you use for movement Table 1 Movement Key or Input Movement W ...

Page 9: ...around in VR and double check that all of the hardware is working properly You should be able to see that physical head translation is now also recreated in the virtual word as well as rotation Important If you need to move the sensor for any reason after initial calibration be sure to minimize the movement of the HMD for a few seconds while holding it within the tracking frustum This will give th...

Page 10: ...re based on measurements from real world objects All of the units are measured in meters Depending on your actual height you may feel shorter or taller than normal The default eye height of the player in OculusWorldDemo is 1 61 meters approximately the average adult eye height but this can be adjusted using the using the and keys ...

Reviews: