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Oculus Rift and Touch Controllers or SF30

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Oculus Rift and Touch Controllers or SF30
« on: March 05, 2018, 12:06:12 »
Great good job keeping the Oculus lib updated!  I'll hopefully get my Oculus PC development rig back this month so that I can start some development with LWJGL3 again.  I just wanted to ask if the touch controllers also now supported in LWJGL3?  I couldn't see anything mentioned about them so far...  otherwise I was thinking of getting a '8Bitdo SF30 PRO'  since it looks like it might be supported? and having had a month with my mini SNES I quite like the idea of supporting a classic controller interface :)
Oculus Rift CV1, MBP 2016 - 2.9 i7 - Radeon Pro 460  OSX 10.12.4,  Win7 - i5 4670K - GTX1070.
Oculus Rift VR Experiments: https://github.com/WhiteHexagon

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Offline spasi

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Re: Oculus Rift and Touch Controllers or SF30
« Reply #1 on: March 05, 2018, 12:30:53 »
Yes, the Oculus SDK has supported the controllers for a long time now, since 0.7.0 afaict.

I'm thinking about adding bindings to the Avatar SDK and the native Audio Spatializer in the future.

Re: Oculus Rift and Touch Controllers or SF30
« Reply #2 on: March 05, 2018, 18:32:48 »
Interesting! Well you already have OpenAL... but the Avatar hand/touch rendering stuff would be great, seeing hands in VR makes a huge difference imo :)  sneaky of them to bolt the social API onto the same SDK, although it seems to be optional from my reading. Thanks.
Oculus Rift CV1, MBP 2016 - 2.9 i7 - Radeon Pro 460  OSX 10.12.4,  Win7 - i5 4670K - GTX1070.
Oculus Rift VR Experiments: https://github.com/WhiteHexagon

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Re: Oculus Rift and Touch Controllers or SF30
« Reply #3 on: March 05, 2018, 18:39:01 »
The spatializer does HRTF processing only, you'd still need something like OpenAL to actually play the audio.

Re: Oculus Rift and Touch Controllers
« Reply #4 on: April 08, 2018, 09:16:56 »
So I finally got my VR rig back and I'm starting some dev work again :) 

I updated to LWJGL 3.1.6 and this seems to be using the latest Oculus Rift SDK (1.24), although I'm not sure how to confirm that, ie whether my code is reporting runtime library version of SDK, or binding version...

I noticed some changes with eye pose, and got my scene rendering again, but I suspect something strange with the 'inter pupil distance' either in the SDK or my code, so I need to work out what changed there and then I'll update github with an updated sample.

There also seem to be some changes to the SDK Tiny GL demo that I need to work through, sensor timings and sessionStatus, but I'll report back what I find.
Oculus Rift CV1, MBP 2016 - 2.9 i7 - Radeon Pro 460  OSX 10.12.4,  Win7 - i5 4670K - GTX1070.
Oculus Rift VR Experiments: https://github.com/WhiteHexagon