background image

Oculus Rift | Getting Started with the Demos | 7

To fix this for VS2015 you need to edit the Project 

Properties 

 General 

 Target Platform Version

drop down box.

Figure 1: OculusRoomTiny

OculusWorldDemo

This is a more complex sample. It is intended to be portable and support many more features. These include

windowed/full-screen mode switching, XML 3D model and texture loading, movement collision detection,

adjustable view size and quality controls, 2D UI text overlays, and so on.

This is a good application to experiment with after you are familiar with the Oculus SDK basics. It also includes

an overlay menu with options and toggles that customize many aspects of rendering including FOV, render

target use, timewarp and display settings. Experimenting with these options may provide developers with

insight into what the related numbers mean and how they affect things behind the scenes.

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 Designers

If you’re integrating the Oculus SDK into your game engine, Oculus recommends starting with the sample

projects.

If you’re an artist or game designer unfamiliar with C++, we recommend downloading Unity along with the

corresponding Oculus integration. You can use our out-of-the-box integrations to begin building Oculus-based

content immediately.

We also recommend reading through the 

Oculus Best Practices Guide

, which has tips, suggestions, and

research oriented around developing great VR experiences. Topics include control schemes, user interfaces,

cut-scenes, camera features, and gameplay. The 

Best Practices Guide

 should be a go-to reference when

designing your Oculus-ready games.

 

 

 

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: