Oculus PC SDK 0.5.0.1 Beta

The Oculus SDK 0.5 has moved from static linking to a dynamic link library (DLL) model in which the DLL is installed by the Oculus runtime. Using a DLL offers several advantages:

- It allows us to fix bugs and update implementation for new headset features after applications have been compiled and shipped.
- It allows us to evolve the API without breaking applications through the use of side-by-side versioned DLLs.
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While in development kit mode, we plan to support old side-by-side DLLs for at least two months, giving developers time to update applications. After the consumer release, we will update the SDK to version 1.0 and, going forward, will support released API versions for longer periods of time.

New Features

Oculus SDK

Updated LibOVR to rely on a runtime-installed DLL for better forward compatibility and delivery of bug fixes.
Introduced a four-digit runtime versioning scheme: PRODUCT#.MAJOR.MINOR.PATCH (e.g. 0.5.0.1). The last three digits of the scheme map philosophically to Semantic Versioning.
Added OpenGL support to OculusRoomTiny.
Introduced OculusRoomTiny_Advanced, which supports more SDK features and toggles.
Improved DK2 headset USB sleep management on Windows 8.1.
Updated the Oculus Configuration Utility to display headset status and diagnostic messages. Users can now view firmware version and serial numbers by hovering over the device image.

Unity
Added OVRManager.eyeTextureAntiAliasing to control scene antialiasing separately from distortion antialiasing.
Exposed left and right eye Cameras as properties in OVRCameraRig.
Fixed virtualTextureScale for dynamic resolution scaling.
Added OVRCameraRig.UpdatedAnchors event to allow immediate handling and post-processing of tracking updates.
Added TrackingSpace GameObject between OVRCameraRig and eye anchors to allow custom reset and rig movement behavior.
Fixed Xbox 360/Xbox One gamepad support on Mac.
Replaced the Tuscany demo with a simple scene called Room to simplify the core integration download.
Removed the dead OVRVisionGuide script.
Made minor API cleanups to prevent invalid configurations.
Made various stability improvements.

API Changes

Moved and renamed LibOVR/Src/OVR_CAPI.h to LibOVR/Include/OVR_CAPI_0_5_0.h.
Some additional public headers such as OVR_Version.h have been moved to LibOVR/Include/.
Added ovrHmdCap_DebugDevice flag to indicate that device was created with ovrHmd_CreateDebug.
Renamed ovrDistortionCaps::eek:vrDistortionCap_ProfileNoTimewarpSpinWaits to ovrDistortionCap_ProfileNoSpinWaits.
Removed ovrDistortionCap_NoTimewarpJit as Timewarp delay is disabled by default. Use ovrDistortionCap_TimewarpJitDelay to enable it.
Removed ovrTrackingState::LastVisionProcessingTime and LastVisionFrameLatency.
ovr_Initialize now takes a params argument that provides log callback and other arguments. See the in-code documentation for details.
Added ovrQuatf playerTorsoMotion argument to ovrHmd_GetEyeTimewarpMatricesDebug.
Added ovr_TraceMessage, which can be used to send a message to the log.
Removed support for DX10.
Deprecated DX9 support, which will be removed in a future version of the SDK.
ovr_Initialize now can return false for additional reasons than previously.
No API functions may be called after ovr_Shutdown except ovr_Initialize.

Bug Fixes

Oculus SDK

Fixed a bug in which full persistence was inadvertently enabled due to device initialization races.
Fixed uncommon deadlocks in the runtime service.

Known Issues

Unity

The editor Game View goes black unless you set the aspect ratio to "Free Aspect".
Rapidly starting and stopping Play Mode in the editor may cause a crash.
The editor preview does not render to the Rift in Direct Display mode; be sure to use Extended Mode.

Mac
Rotating the display through System Preferences requires a restart of the service




So who wants to be the guinea pig?
 
You should figure out a way to copy and paste that makes your words show up more legible as they are very very dim.

Still, aren't more of us excited!??! Will the new SDK be a big boost for all of us VR users?
 

SlackR

Banned
You should figure out a way to copy and paste that makes your words show up more legible as they are very very dim.

Still, aren't more of us excited!??! Will the new SDK be a big boost for all of us VR users?

My understanding is that oculus aren't implementing any major updates anymore for the DK2 as the requirements for CV1 will be markedly different. I also believe that SDK improvements only benefit a game when the programmers switch to that release version.
I think VR drivers and dx12 are the things to watch out for in this year, plus any performance tweaks Frontier do in house.
Just my opinion though :)
 
My understanding is that oculus aren't implementing any major updates anymore for the DK2 as the requirements for CV1 will be markedly different. I also believe that SDK improvements only benefit a game when the programmers switch to that release version.
I think VR drivers and dx12 are the things to watch out for in this year, plus any performance tweaks Frontier do in house.
Just my opinion though :)

I'd be fine with that, however I have a sneaky suspicion that if I was to set 5.0.1 on my system (to keep up with the other stuff available) that it's going to break the ED rendering, same as 4.4 broke 4.3 and previous rift apps and demos.
 
Seems to work fine.......so far.......

[edit] I'm having DK2 issues (not related to ED) but, when it works, 5.0.1 seems to work fine.
 
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It's not "dead" I get random blackouts and have to restart the service. Seems to run fine (until disconnect) but, that was happening in the old runtime too. YMMV
I've never had the service die and I've played Elite only with a DK2. I'll give 0.5.0.1 a try in a few hours, I'll report back later today unless I have issues with it.
 

Sir.Tj

The Moderator who shall not be Blamed....
Volunteer Moderator
Fixed the Op so it's a bit more easier to read.
 
I've never had the service die and I've played Elite only with a DK2. I'll give 0.5.0.1 a try in a few hours, I'll report back later today unless I have issues with it.

The service doesn't die, the DK2 disconnects and requires a restart of the service. This was happening in 1.2 and other apps so it's not specific to 5.0.1sdk.

No issues specific to the new runtime, so far.
 

SlackR

Banned
The service doesn't die, the DK2 disconnects and requires a restart of the service. This was happening in 1.2 and other apps so it's not specific to 5.0.1sdk.

No issues specific to the new runtime, so far.

Still? Did you switch the HDMI?
 
firmware remains as 2.12,

I see no significant difference,
Direct HMD is still broken for me,

They didn't really change anything, they just gave the impression they did,
and this for all the extra press that goes along with it.

its a bit like this forum,
what is important is that people are reading it and using it all the time,,
if everything was working they way we wanted, we'd probably have nothing to write about.
 
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if this passes could someone please post setup stats that work. For those who have installed can you see any difference/improvement in the game?
 
Well I just tried it and have spent last 2 hours trying to adjust the graphics to get it to the way it was with 0.4.4 - there was a horrible bloom around all bright objects, stars, milky way etc. and there were strange green pixels appearing all over the place. Couldn't fix it, so have uninstalled and reverted back to 0.4.4 all is back to normal and I can play again. I guess FD need to do some tweaking before 0.5.0.1 is usable for me.
 
No. The prevaling guesses is that they will release this year, however OVR generally goes out of their ways to deny any such statements. The closest they have come is with Palmer at GDC indicating that everything was going "horribly right" when asked if any delays were caused by things going horribly wrong (he did not address the delay part of the question).
 
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