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Author Topic: Oculus Rift  (Read 222729 times)

bugsblake

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Re: Oculus Rift
« Reply #75 on: June 08, 2015, 03:45:05 pm »

yh no luck! im running 0.6 just have to wait till next update I guess! thanks cameni
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LeeP

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Re: Oculus Rift
« Reply #76 on: June 11, 2015, 07:46:55 am »

I have 0.6 and it works fine. The only thing was when NVidia updated to 350.12 and newer, I had to make my
main monitor primary and over to the RIGHT side. And the DK2 the 2nd display and over to the LEFT side.
 don't ask me why. And of coerce the Rift in Extended mode.
Hope that helps!
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bugsblake

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Re: Oculus Rift
« Reply #77 on: June 14, 2015, 11:41:26 pm »

thanks :) that worked!
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Uriah

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Re: Oculus Rift
« Reply #78 on: June 27, 2015, 05:10:48 am »

LeeP, you are my hero!

Thanks a lot, that worked.

Regards,
Uriah
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LeeP

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Re: Oculus Rift
« Reply #79 on: June 27, 2015, 06:32:25 am »

Glad to be of help.

 NVidia has finally stepped in and is working with Okulus. That will help out alot!   
« Last Edit: June 27, 2015, 06:40:51 am by LeeP »
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tsklopfe

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Re: Oculus Rift
« Reply #80 on: July 10, 2015, 12:10:30 pm »

Need help getting Outerra running on my Alienware. I'm not very technical so keep it simple like crayons and pictures.  I'm running Win Professional, Intel i7-4910MQ CPU@2.9 / 32gRAM / 64 bit / NVIDIA GTX 880M with latest driver / Intel HD Graphics 4600.  Oculus RIFT DK2 with 0.4.2 runtime.

I've read through the forum and tried everything (or so I think). I'm looking for a summary of what settings to start with:
1. Windows config (screen resolutions, main display extended etc);
2. Outerra settings (under Graphics and Stereoscopic)
3. Oculus RIFT DK2 (extend desktop to HMD, etc)

Many thanks!
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cameni

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Re: Oculus Rift
« Reply #81 on: July 11, 2015, 02:33:41 am »

I'm not sure I ever saw it working on a laptop, it always has big issues trying to initialize the graphics because of the integrated graphics. Just to make sure, what problems are you currently experiencing?

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LeeP

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Re: Oculus Rift
« Reply #82 on: July 11, 2015, 05:36:13 am »

Have you tried to stop and then restart the runtime? If you need, Go to Okulus configuration utility,Tools,service, stop then start.

If not that, may need get .6.0 runtime.

If you have a built in camera, check and see if that may cause you proplems.

Good Luck !!
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hamitkeles

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Re: Oculus Rift
« Reply #83 on: July 21, 2015, 10:55:23 am »

hi,
I want to use Anteworld, walking with SpaceWalkerVR and oculus rift. Normally walking to direction, which look at. But in Anteworld, look at direction and
movement direction are different. Howe can i make this two directions synconized... Can any one help me?

Thanks
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cameni

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Re: Oculus Rift
« Reply #84 on: July 21, 2015, 04:37:35 pm »

There's only the Home key for toggling the auto-flight mode, but there you turn by tilting the head.
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2eyed

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Re: Oculus Rift
« Reply #85 on: August 22, 2015, 05:27:27 am »

0.8.4 5819: New rivers:  water surface show only in right eye in stereo.
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bongodriver

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Re: Oculus Rift
« Reply #86 on: September 11, 2015, 05:18:06 pm »

Is there prospect to see runtime 0.7 supported in the future?
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cameni

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Re: Oculus Rift
« Reply #87 on: September 12, 2015, 12:50:34 am »

Already got our internal build working with 0.7, just need to fix a few issues.
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bongodriver

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Re: Oculus Rift
« Reply #88 on: September 12, 2015, 02:29:08 am »

Excellent.
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mLichy

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Re: Oculus Rift
« Reply #89 on: September 20, 2015, 11:20:07 am »

Already got our internal build working with 0.7, just need to fix a few issues.

Awesome!   I've been borrowing a DK2, and it's really awesome playing in Outerra with it. 

However, when I launch the game today, It seems like maybe the engine is stuck looking for the HMD?  The screen stays black.  But last night it worked fine, when playing with the headset.   

Keep up the awesome work! Thanks!
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