Got that CV1 finally.

well fudge ... :|

I updated to the latest firmware and finally have 1.0 working as intended with the Rift.
I kind of wish I didn't do it.

Every time I startup SteamVR or ED, the Oculus HubApp starts up and steals focus from whatever I want to run.
Starting SteamVR seems to also cause an issue in a particular sensor in the 'Base station'.

Elite barely starts properly on every tenth attempt and when it does, the inverted fish-eye filter that I was hoping to have fixed is now doubled in intensity. I haven't been ingame - no point.

Updating to the new firmware made the unit incompatible with pre-0.9 runtime ... so I can't go back. Kinda sucks :/

I don't know how the other guy got it to work but for me it sure is a pain ..
 
Well that is a bummer.

Incidentally what is the game you are making to have gotten access to the cv1? Always good to support fellow forumers so will keep eye out for it.

Has the runtime broke your app or was it easy to convert?
 
Incidentally what is the game you are making to have gotten access to the cv1? Always good to support fellow forumers so will keep eye out for it.

Can't say what it is as it's confidential, however I can say where I work. Think of a creative toy company. First thing that comes to your mind :)

Has the runtime broke your app or was it easy to convert?

I'll have to ask Unity for that one :) They're doing all the SDK integration.

P.S - the Oculus Runtime is doing a lot of LiquidVR function calls when I have crossfire enabled ;) Good sign right there.
 
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P.S - the Oculus Runtime is doing a lot of LiquidVR function calls when I have crossfire enabled ;) Good sign right there.

From what I can tell reading http://developer.amd.com/tools-and-sdks/graphics-development/liquidvr/ , it's a PC implementation of the same async timewarp that's available on GearVR. It'll hopefully allow you to have periods of gameplay where you dip under the 90Hz without the nasty juddering you get with the DK2.

John Carmack gave a super awesome amazing talk at Oculus Connect 2014 about this and a bunch more things, and if you're at all nerdy about this stuff then I highly recommend watching it. The section on what he calls Existence Proofs was a particularly good bit of engineering culture that I think about constantly.

Anyway, thanks for sharing the info, ghcannon.
 
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Very correct, accelerated timewarp is one of the nice features in the Crimson suite.

LiquidVR is the default driver API that Oculus uses on AMD hardware.

However, get this - the Runtime reacts differently when I plug out the HMD, depending on whether I have XFire enabled or disabled.
 
However, get this - the Runtime reacts differently when I plug out the HMD, depending on whether I have XFire enabled or disabled.

Hmm, interesting. I do wonder why Oculus have deliberately kept back the v1.0 SDK behind what I assume are NDAs and whatnot. Its possibly this that fdev are balking at.

When Oculus say "The Rift SDK 1.0 and runtime include features tied to the consumer product, so we’ve currently limited the release to developers putting final touches on launch titles." I'm curious as to what secrets they're wanting to sit on top of until the latest possible moment.
 
They haven't kept back the 1.0 SDK - anyone who can prove he's a developer and has at least a DK2 can get that SDK.

It is the Runtime they don't want to make public and that's because they have some additional stuff with it that they don't wanna show yet.

Going on windows 10 today. Maybe I have more success.
 
They haven't kept back the 1.0 SDK - anyone who can prove he's a developer and has at least a DK2 can get that SDK.

It is the Runtime they don't want to make public and that's because they have some additional stuff with it that they don't wanna show yet.

Going on windows 10 today. Maybe I have more success.

Hi....

Any info to report?
Taaaa
 
I did an upgrade rather than format to save time and it's still the same :/

I'm doing a clean install now and will be using AMD driver 15.30 as it is the minimum spec according to the 1.0 SDK documentation - hence it must be tested with it.
 
Does other steamvr stuff work with 1.0?
Is it possible the issues you're having are due to the current version of steamvr not being fully compatible with 1.0?
 
No it's not a secret, as such.
It's rather a bit of unpolished software that they don't want ppl to use/see before they sort out the last issues.

One poorly kept secret might be native Ansync Timewarp support. (I hope)

'Native' timewarp ? What is that ?
Their code is cpp. It's as native as you can get. Now .. if you say accelerated timewarp that's a different thing.
Timewarp is not a secret.
 
Well then let me give you the good news that it is definitely 'in the drivers', or rather - it is supported by the SDK via a nice interface. And all its computation happen on GPU - it's accelerated.
 
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