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VRED Compatibility with Oculus

18 REPLIES 18
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Message 1 of 19
Anonymous
1987 Views, 18 Replies

VRED Compatibility with Oculus

I am currently trying to learn how to connect VRED with Oculus for my business. I was wondering, with how many Oculus products is VRED compatible with. It is to my understanding that Oculus makes multiple products besides the Oculus Rift. Is VRED compatible with all Oculus Products, or just the Oculus Rift?

18 REPLIES 18
Message 2 of 19
michael_nikelsky
in reply to: Anonymous

VRED supports the oculus rift and (as of 2017.2 Update) the oculus touch controllers. 



Michael Nikelsky
Sr. Principal Engineer
Message 3 of 19
Anonymous
in reply to: michael_nikelsky

Please can come someone help me to understand how i sync my Oculus Touch controllers with VRED 2018, i would like to 

use them to change model colours and components.

 

Any help would be amazing

 

Message 4 of 19
michael_nikelsky
in reply to: Anonymous

Take a look at the OculusTouchExample.vpb in the examples folder. The script show the basic setup of the controllers but it is up to you to specify the functions that get called.



Michael Nikelsky
Sr. Principal Engineer
Message 5 of 19
Anonymous
in reply to: michael_nikelsky

Hello, 

 

By the way, is it better to use the oculus rift mode, or the openvr mode and let steamVR do the job with the oculus ?

 

We tried both solutions, but with openVR mode we had performance issues...

Message 6 of 19
michael_nikelsky
in reply to: Anonymous

For the oculus you should use the oculus mode. Oculus does a better job with reprojection/timewarp and uses less synchronization points that hurt performance. The OpenVR lib has been getting better over time but it is still not as good as the oculus lib when it comes to performance. Then again, it is more flexible and does not annoy you with this nasty store App you can´t get rid of.

 

Kind regards

Michael



Michael Nikelsky
Sr. Principal Engineer
Message 7 of 19
Anonymous
in reply to: Anonymous

Thank you very much for your feedback.

Please do forgive me for my knowledge, as I know nothing about this ... is there any chance you are to to give me a step by step plan, with how I run openVR and steam. I have actually downloaded steam too, so I'm half way there.

I do have learning difficulties so certain information won't be so clear to me unless it is laid out.

I have managed to copy and paste an existing script found from an example file but that's a different subject as I will need to learn how to write scripts, yes I am constantly scratching my head but I am a quick learner once I find a pattern.

Thanks again lads,

Curtis
Message 8 of 19
Anonymous
in reply to: michael_nikelsky


@michael_nikelsky wrote:

For the oculus you should use the oculus mode. Oculus does a better job with reprojection/timewarp and uses less synchronization points that hurt performance. The OpenVR lib has been getting better over time but it is still not as good as the oculus lib when it comes to performance. Then again, it is more flexible and does not annoy you with this nasty store App you can´t get rid of.

 

Kind regards

Michael


Okay, I'm trying to do the conversion of a scene which worked perfectly with the HTC Vive, but I have some performance issues, framerate is slower than with the HTC. However, I don't have script errors or anything...

 

Any idea ?

 

Thanks a lot Michael.

Message 9 of 19
michael_nikelsky
in reply to: Anonymous

That can be anything to be honest. Things to look out for: How is the GPU utilization? How is the CPU utilization? If the CPU is busy while the GPU is not, it mostlikely is script related. Deep scene hierarchies are also a common cause of poor performance.

 

If the GPU is at 85% or above you might hit the GPU limit. On Nvidia Pascal GPUs Singlepass stereo might help if you are running on 1 GPU, multicast SLI should help if you run 2 GPUs. Some features like occlusion culling can help on some scenes but they can hurt on others. If you are using heavy shaders, the depth only pass might improve performance.

 

Maybe this helps a bit.

 

Kind regards

Michael

 

 



Michael Nikelsky
Sr. Principal Engineer
Message 10 of 19
michael_nikelsky
in reply to: Anonymous

You will need to setup steamVR first (in steam go to Library->Tools and install SteamVR). The setup should guide you through the process. Once this is done, all you need to do in VRED is to go to View->Display->OpenVR HMD to start the VR session. For controller setup you should look at the scripts in the OpenVRExample.vpb you find in the examples folder.

 

Hope this helps.

 

Kind regards

Michael



Michael Nikelsky
Sr. Principal Engineer
Message 11 of 19
Anonymous
in reply to: Anonymous

Awesome, I have set up steamVR and calibrated the Oculus gear.

My only issue now, I copy and paste the script from the example document and changed the view to openvr HMD but it doesn't work unless I am viewing through oculus rift.

Thanks,

Curtis
Message 12 of 19
michael_nikelsky
in reply to: Anonymous

That sounds normal. The oculus has a detection sensor, so when you are not wearing it, it will go to sleep and therefore you will not see anything. Only way to fix this is but putting some duct tape onto the sensor.



Michael Nikelsky
Sr. Principal Engineer
Message 13 of 19
Anonymous
in reply to: Anonymous

Sorry, By that I mean viewing it through:

Display-> OpenVR HMD (script doesn't work)
No buttons work only view "360 degree", you can see the controllers.

Display-> Oculus Rift (script works)
Able to move and select a component. Controllers shown as an axis (x,y,z) symbol.

Cheers again, all this info is music to my ears.

Curtis

Message 14 of 19
Anonymous
in reply to: Anonymous

Please can some one assist with the below: i would like to add a command to prompt my left hand controller to go up and down and 360 degree movement. What is the best way to write/lay this out?

 

def leftThumbstickChanged(position):
#print "left Thumbstick PositionChanged"
oldPos = getOculusRiftTrackingOrigin()
touchPos = leftController.getThumbstickPosition()
scaleFactor = 25.0
#moveScaleForward = scaleFactor * touchPos.y()
#moveScaleSideways = scaleFactor * touchPos.x()
#camDirForward = getNormalizedDirection( getCamNode(-1).getWorldTransform())
#camDirSideways = Vec2f( -camDirForward.y(), camDirForward.x())
#newPos = Pnt3f(oldPos.x() + moveScaleForward * camDirForward.x() + moveScaleSideways * camDirSideways.x(), oldPos.y(), oldPos.z() + moveScaleForward*camDirForward.y() + moveScaleSideways * camDirSideways.y())
newPos = Pnt3f( oldPos.x() + scaleFactor * touchPos.x(), oldPos.y(), oldPos.z() + scaleFactor * touchPos.y());
setOculusRiftTrackingOrigin(newPos)

 

Your help would be most grateful.

 

Kind regards,

 

Curtis

Message 15 of 19
michael_nikelsky
in reply to: Anonymous

Ok, the issue with the controller is that the python interface for the controllers at the moment refer to the library used, not the type of controller. So if you run the the scene using the Oculus interface you should use the vrOculusController, if you run with OpenVR you should use the vrOpenVRController. Granted, this is confusing and we are thinking about creating a interface agnostic interface for the controller but for now you will need to pick the correct type.

The good thing is that using the OpenVR interface you can use any steamVR compatible headset, even if you loose a bit of performance with the oculus. So if you don´t know your target system you should probably stick to OpenVR for now. 

 

Kind regards

Michael 



Michael Nikelsky
Sr. Principal Engineer
Message 16 of 19
Anonymous
in reply to: Anonymous

Hi Michael,

I am trying to understand the example script coding that comes attached the Oculus controller example file. Is there any chance we are able to discuss the layout to help me understand the structure for programming commands with python.

I would like to know more about the script so I can edit it, allowing me to adapt the command to my needs.

At the moment I would like to controller to go left, right, forward, backwards, up and down.

I would also like to add in a 360degree command so both controllers work together.

Again, much appreciated for your input and time.

Kind regards,

Curtis
Message 17 of 19
gilles_gardula
in reply to: Anonymous

I have the exact same issue! Impossible to understand what to do if you have no script skills what so ever.

 

Just explain my situation. I've got steam software/ i've got the pyton software... so now if I click on examples in VRED I get a huge teddy bear in VR where I can use no controler other then creating laserbeams. 

 

I found the scripts in programm files and I've read the different commands I can give the controller. but now what do I need to do? I want to do the exact same thing then curtis. - Basicaly I want to be able to.

 

- turn the object or space with the right controllers joystick.

- zoom by pushing both index finger buttons on both controllers and spread my arms or to the opposite thing by approaching them together.

- I want to select colors with my left hand button A

- I want to select materials with my left hand button X

- I want to select with my righthand index finger button simple click

- I want to move with my righthand index finger button by click and drag

- I want make a part disapear with right hand A 

- I want to reapear all the parts with right hand X

 

Is that possible to do? Do I need a computer specialist to set this up?

 

Message 18 of 19
Anonymous
in reply to: gilles_gardula

Hi,

Just to let you know my knowledge for coding is 0%, hence why I created this forum and got no major help to see me on my way.

Unfortunately Autodesk do not have the resource to help me out, unless I paid someone.

What device do you use and what are you trying to achieve, maybe I can point you in the right direction as I am no longer using VRED.

Regards,

Curtis
Message 19 of 19
gilles_gardula
in reply to: Anonymous

Basicaly I found a soft solution by just exporting my file to an obj. file an import it into gravity sketch. It is a app that allows me faily easily to remove parts scale an turn around the object add a person for scale etc. film it. Basicaly 90 percent of what I've wanted to do in vred without the light, cut and  texturing part. Also it destroys my groups and can't move complete elements but faces the software has considered as connected.

 

I've tried for hours what was said in this blog. But made 0 progress. 🙂

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