Positional Tracking Added: Alpha 2

This alpha release of the CtrlAltStudio Viewer adds positional head tracking support to take advantage of the DK2’s camera. You can look around, over, and under objects by moving your head. This adds significantly to the sense of immersion.

Other changes this release:

  • Added a Ctrl+Spacebar command that zeroes Rift sensor orientation and tracking position.
  • Added user warnings if Rift HMD or camera not found at start up.

Please note that this alpha is still preliminary: it does not work with direct mode, there is no UI display, and Advanced Lighting Model needs to be turned on.

Usage is the same as the previous alpha. With the DK2 configured in extended mode: use the Windows key + right-arrow to move your viewer window onto the Rift’s display, then Ctrl+Alt+3 makes the window full screen and switches into Rift view. For more details on usage, see the Release Notes.


  • Windows installer: Alpha, 25 Aug 2014.
  • Mac OSX installer: Sorry, no Mac OSX installer this release.

Comments (88) Leave a comment

  1. AdrianS

    Thanks so much David for this work. Yesterday I tweaked my AMD settings and got the viewer working with DK2 properly for the first time. Completely Immersive – this really is an incredible offering.

  2. Tom Willans (Tom Tiros)


    What is the best way of feeding back any code changes to you?

    1. David Rowe Post author

      You could either put your repository online somewhere or, perhaps more simply, just e-mail export each change in source control as a patch and e-mail them to me. Or just send me the changed files even and I could do a diff.

  3. Tom Willans (Tom Tiros)

    Looked at Brandons OS X and am looking to compile it myself. Before looking at latests alpha 2 I have tried recompiling as per Brandon’ ( revision 41190). It would be great to get the code changes. I am, however, using the SDK 0.4.2. Happy to keep building away but may be redoing work already done.

    I am getting two errors:
    a) Allocating and object of abstract class type ‘LLWindowMaxOSX’

    #elif LL_DARWIN
    new_window = new LLWindowMacOSX(callbacks,
    title, name, x, y, width, height, flags,
    fullscreen, clearBg, disable_vsync, use_gl, ignore_pixel_depth, fsaa_samples, output_type);

    with another informational point “unimplented pure virtual method ‘getHwnd’ in llwindow.h
    virtual void* getHwnd() = 0; //
    in llwindow.h

    b) when compiling from autobuild I get

    CompileC /Users/Tom/ctrlaltstudioviewer/build-darwin-i386/llcommon/CASviewer.build/Release/llcommon.build/Objects-normal/i386/llcoros.o llcommon/llcoros.cpp normal i386 c++ com.apple.compilers.llvm.clang.1_0.compiler
    CompileC /Users/Tom/ctrlaltstudioviewer/build-darwin-i386/llcommon/CASviewer.build/Release/llcommon.build/Objects-normal/i386/lleventcoro.o llcommon/lleventcoro.cpp normal i386 c++ com.apple.compilers.llvm.clang.1_0.compiler

    1. David Rowe Post author

      I suspect the getHwnd() error is something to do with configuring the Rift SDK’s OpenGL graphics. See setRiftSDKRendering() in llviewerdisplay.cpp. Things undoubtedly need to be done differently on Mac – the Mac version of the code examples in the SDK should help out.

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  5. Phoenix

    General 0.4.2. SDK Update:

    The most important for those that wanna know if updateing would brake the current state of the alpha. The current CtrlAltStudio alpha is still working with the latest SDK. So it should be save to upgrade upgrade to OR SDK 0.4.2. as everyone should still be able to run CtrlAltStudios rift integration with it.

    Hint: My workaround for nvidia, is obsolete once updating to 0.4.2. SDK. (Even tho, I found another one, it makes no sense to post it at this time, as the curent alpha is compiled with 0.4.1 resources. Once another CtrlAltStudio alpha is out thats compiled with 0.4.2. SDK resources, I am going to do another evaluation of refresh rate issues when it comes to the usage of extended mode.)

    1. David Rowe Post author

      Thanks very much for letting me know that the viewer works OK with the new Rift 0.4.2 SDK. I just happen to be in the middle of preparing a new alpha based on the 0.4.1 SDK and don’t want to delay it.

      1. Phoenix

        At this early stage and just a 3 hours of testing, I would asume that it should be save for you to deploy it based on SDK 0.4.2. as well. There are some changes under the hood, that aren’t documented in the short Update notice for 0.4.2. , so its hard to hunt them down in detail at the moment.

        (If you don’t wanna deal with the initial testing of another SDK integration, which I would decline as well, while I am in the middle of another release, what about an experimental branch, based on a shot in the dark compile with SDK 0.4.2. , as an optional “just take it and break it, but don’t dare to complain” type of branch, just for those of us that are forced to update the SDK cause of other evaluations going on as well?)

        1. David Rowe Post author

          I’ve just released alpha 3, built with SDK 0.4.1, and noted in the release notes that it should run OK on 0.4.2 SDK as well.

          Unless there are problems running it on SDK 0.4.2, I probably won’t have a look at SDK 0.4.2 for a few days because I have a bunch of other things in my queue. : )

  6. Pingback: CtrlAltStudio now with DK2 positional head-tracking | Living in the Modem World

  7. Ai Austin

    More on the feet flipped issue…. I tried this with no Xbox 360 controller installed… in normal 2D mode arrow keys for avatar movement move it normally and up arrow move directly ahead as expected. Then went into 3D mode on the Rift on the extended display and looked down… feet were askew to one side as noted before. But when I press the up arrow for forward motion, the avatar moves in direction of the feet… not direction that rift display shows. So it appears to be unrelated to the Xbox 360 controller. This issue was not present in the alpha 1 version before positional tracking was added I believe David.

  8. David Rowe Post author

    Added a further tip on reducing judder: while it’s best to run your Rift at 75Hz if you can, if you’re experiencing judder then running it at 60Hz may help.

  9. Tom Willans (Tom Tiros)

    Thanks David, Brandon.

    I have just downloaded and run Brandon’s OS X Compilation. It is working well except when you come out of Rift Look mode the screen goes black unless you resize it first. Would love to see the OS X changes merged and code available. Looking forward to the UI and Cursor.

  10. dahZee

    I just have an idea that you probably already came up with, but I thought i’d speak up anyway just in case.
    You could make a togggle-able “laser pointer” type selector for the viewer to help enable clicking on things in the 3d mode, if there was some way to only render it client-side. Maybe the UI could have a ‘tooltip’ spot somewhere to show the name of the person you are pointing at with it, since I’d imagine that rendering the names in a 3d space above their heads would be pretty difficult. I’m sure you have plenty of ideas/suggestions for the rest of the UI, but these two things seem like they would be most problematic, selecting things in the 3d world, and names/text above heads.

    1. David Rowe Post author

      Hi dahZee … You’ll be pleased to know that a working mouse cursor and basic UI including avatar toasts is in the pipeline for alpha 3.

  11. Neo Cortex

    First of all: thank you for continuing the great work on this viewer! For me this is the way into the metaverse / OASIS…
    As i told you i am encountering some weird fps issues. Trying to dive a bit deeper into it it seems there are major differences between SL and opensim. while i most of the time seem to have acceptable frame rates in SL (except some repeating drops) i get like 11-13 fps in opensim / 3D most of the time. From what the fast timers tell me much of the time is spent in the Update LOD part. This seems to be influenced by the detail settings and the viewing distance, one weird thing: with some settings it runs smoother when i set viewing distance above a certain distance, e.g. > 208m at ultra ?!?
    I took some screenshots and also encountered some weird effects, e.g. it seems to make a difference what i am looking at or maybe even which direction i am looking… maybe we should meet somewhere so i can show you the effects.

    1. David Rowe Post author

      The frame rate drops in OpenSim: is this in normal (non-3D) display output? If so, it would be very interesting to see whether you experience the same issues with Firestorm 4.6.5, which is the version that this alpha is based on.

      It would be good to meet up to see what you’re encountering.

      1. Neo Cortex

        Same effects in 4.6.5 (OS) 64Bit as well as 4.6.7 (OS) 32Bit, so i better find out whats going on there and maybe open a bug. Seems to be a bit similar to the extreme framerate drop we had some revisions ago while looking at many prims at once (e.g. the necklaces i made…).
        I’ll try a full clean install and see if that solves the issue.
        Really weird thing: i tried it even hovering in empty space at 2000m, still dropping unless i look straight down.

        1. Neo Cortex

          Really funny… seems to be depending on the region (!) i am in, so for sure nothing you should worry about atm. I can reproduce extreme drops in one of my regions, while on another (same rev, same server) i see constant high fps. Will look further into that later and discuss it on the Firestorm support once i have something really reproducable.

          But there seems to be one effect that might be of interest for you: it seem the stars at night are rather close to my avatar, as far as i can tell much closer than the clouds…

          1. David Rowe Post author

            Thanks very much for the update. I wonder if the FPS drop might be due to an OpenSim bug?

            I hadn’t noticed the stars being close. I’ll try and take a look.

  12. Pingback: Viewer release summaries: week 35 | Living in the Modem World

  13. Phoenix

    After I had a bit more time to play around with the latest alpha build of yours, I have found something quite interesting, regarding client vs hardware performance.

    Starting with something around 110fps from the scratch, which is the expected performance when I run the client in 2D mode being at my testing ground, as soon as I enter Rift Mod, actually the client seems to lock my framerate to 60fps for whatever reason. And it will stay 60fps even after I left Rift Mode aka 3D Mode.

    To make sure its not related to my monitor frequency I tried both, starting 3D mode with rift being the primary and secondary input source. The result ist the same. FPS got hardlocked to 60fps.

    So in fact: It should be possible to force the viewer to a certain type of framerate, the question is just whats the dependency? For me its looks like some outdated code that in fact forces the 3D framerate to 60fps by default, is outruning the hardware possibilities.

    1. David Rowe Post author

      Actually, the 60fps you’re encountering probably is a result of the buggy Oculus library / drivers …

      The viewer is using SDK distortion rendering which means that the Oculus code takes care of the distortion, frame timing, and buffer swap. In particular, it waits then reprojects the scene just in time to present as the next frame. Ideally you’d be getting 75hz but it sounds like you may have encountered the Rift 60Hz problem.

      In addition to making your Rift your primary monitor, I’ve heard that some people actually have to make it their one and only monitor, i.e., disable their primary monitor in order to get 75Hz on the Rift!

      I’m very fortunate in that I don’t need to do either of these things: I can set my Rift to 75Hz in Windows Control Panel and it runs at 75Hz as evidenced by the viewer’s Statistics panel (I’m getting UI working for the next alpha). This is probably because my main display is a 120Hz display.

      The locking of the frame rate even after you’ve left 3D display mode is also probably a side-effect of the drivers. Mine gets locked at 75Hz, but if I don’t have the Rift plugged in when I enter 3D frame rates are normal in and out of 3D.

      P.S. Make sure you don’t have Preferences > Graphics > Rendering > Limit Framerate enabled.

      1. Phoenix

        Thanks for the hints.

        Eventually the fix for me was to create an own 3D preference profile for your client, using the nvida control center and make sure that the prefered refresh rate would be set to unlimited rather than to let the application or drivers take care of it. Hint: Without a very own profile for the client itself, it just took the system default, which indeed was bound to the primary monitors refresh rate.

        At least for me it turns out to be the best workaround for the time being, rather than to constantly being forced to switch monitor setups, cause of the OR SDK drivers, or the way applications are handling them.

        1. David Rowe Post author

          That’s a great way to do it! This could be very helpful for some people. Thanks very much for posting your solution.

        2. Ai Austin

          This is most interesting about the limitation to the primary display monitor refresh rate (which for many could be 60Hz) with the present drivers. Like David, I have a 120Hz primary monitor on my Rift computer setup so had not spotted this.

          Phoenix, where is the 3D preference profile? Is it just some entries you added to the usual user AppData Roaming part of the settings.xml files or somewhere else?

          1. David Rowe Post author

            If you have an NIVIDIA graphics card, see NVIDIA Control Panel > 3D Settings > Manage 3D Settings … You can add a set of settings for the viewer that tweaks the preferred refresh rate.

          2. Ai Austin

            Interesting about the Nvidia 3D game specific settings. Looking at my Nvidia Control Panel I see the “Global Settings” apply to any “game” or program not explicitly set up. The default settings seem to have Ambient Occlusion Off and things like “Antialiasing – Transparency” off. I wonder if this is constraining what happens in Second Life/Linden Labs and Firestorm/CtrlAltStudio viewers? I cannot see any setting in that panel for frame rate though… so maybe its only on specific GPUs.

          3. David Rowe Post author

            I’m not familiar with the ins and outs of using NVIDIA Control Panel settings with Second Life / OpenSim but there are some discussions in the Second Life forums.

          4. David Rowe Post author

            The settings I have available are the same as yours except I have an additional “Preferred refresh rate” setting.

          5. Phoenix

            Indeed, the Preferered Refresh Rate Setting is only available in the Program Settings (Second Tab) but not the Global settings. I set this one to “highest available”.

            Your Screenshot shows that you are in the Global Settings Tab (First), but not the Program Settings Tab (Second)

        3. Ai Austin

          Interesting, I cannot see “Preferred Refresh Rate” as an option on any of four diffeernt age Nvidia systems with latest drivers and control panel s/w installed, under any of the 3D settings base/global profiles and for GTX 580, GTX 680 and Quadro K4000 GPUs. Shows how different things can be on different rigs.

          1. Ai Austin

            Just saw Phoenix’s comment. Found it now.. and indeed an issue is that I had “3d stereoscopic” turned on in my NVidia setup for my 120Mz screen, and that appears to remove the glovbal settign fro preferred refresh rate. If you turn off 3D stereoscopic in the Nvidia Control panel then Preferred refresh rate shows up in the first tab too.

            But what to set it to? Application controlled or max rate?

          2. Phoenix

            Its max rate, that should get the job done and free the rift from application or driver related issues.

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  15. Ai Austin

    We chatted before about the Xbox 360 controller settings David, I am not sure if the setup needs to vary between the wired (which I have) and the wireless models… but I found that the default deadzone setting of 0.2 was right on the point where my sticks often stuck when released… setting the deadzone to 0.25 fixed the drift (but I have used 0.3 now and that seems to work well.

    My avatar was also breaking in a run a bit too easily, so I adjusted the X,Y and Z scales to 0.4 and that seems to allow enough stick movement to allow a walk to be better controlled, with a push all the way to run.

    I added some notes on this after looking at your settings, experimenting a bit, and looking at the recommendation from others on Xbox settings on the web… its a section and screen grab of my settings at the bottom of…



    1. David Rowe Post author

      I think it’s more a case of settings needing to be tweaked per physical device and personal preferences. Thanks for your links; they should help others tweak their settings.

  16. Ai Austin

    >> Added a Ctrl+Spacebar command that zeroes Rift sensor orientation and tracking position.

    Is it essential that you do this each time after entering 3D mode and putting on the Rift DK2? I.e. sit looking directly at the IR camera and press ctrl+spacebar? Or will the position be okay without this calibration. I ask as usually my rift will be on a desk to one side of the computer while I shift the windows onto the Rift as extended screen and then I enter 3D mode. Then I put the Rift on. And that is EACH time I shift between 3D and 2D (which is also moved back to the main monitor).

    In any case, playing with this a bit, this doe snot seem to change the body/feet being askew from the expected orientation when you look down, and the feet and body flip suddenly from one side to another as you move you r head to try to get the feet aligned – with a view to using ctrl+spacebar to lock in a straight body and feet view. I could not get such an aligned position whatever I did.

    On the Xbox 360 controller setup…

    The use of the 4 buttons mostly as keyboard modifiers does not seem to work well for me David. Do you feel it helps? It may be better to make the buttons do something more pract8cal especially the A button to be more like a click to select (like a left mouse click?) as in many games.

    I get a lot of drift on the two sticks so my avatar and view often drifts when I release the sticks.. The dead zone I guess is a bit too little, and may vary a bit between devices.

    I also wonder if the D pad can be made to also move the avatar/camera.. essentially an alternative to using the left analogue stick? As that pad may make movement more predictable.

    I also found that the mouse move versus avatar move works fine on the flat screen 2D view, using the start button to toggle between these modes, but in the Rift view.. the mouse does not seem to show correctly, and I may be getting two images separately in each eye? When I thought I had manoeuvred the mouse over an object that should have shown the seat icon for example it did not on the Rift, but did in the 2d screen view.

    1. David Rowe Post author

      Ctrl+Spacebar: It’s not essential that it’s used. It’s provided for use or if you decide that a different physical orientation is a better “forwards” for you (e.g., maybe you started up with your Rift pointing sideways), or perhaps your yaw drifts over time.

      Feet flipping when looking straight down: This is just one of those “funnies” in the current code. Note that other people don’t see your avatar’s feet flipping. I’m not planning on fixing it any time soon.

      XBox 360 Controller: I have a list of improvements that could be made, time permitting. For example, making key mappings customizable. Stick drifts, gains, and desirable deadzones depend on the particular physical controller, and as you’ve found may indeed need to be customized to suit a particular device and preferences.

      D-pad: This isn’t accessible using the current device library used. No current plans to change this, sorry.

      Mouse / UI not working: Yes, per the release notes, the current alpha has no UI in Riftlook. This is something that I’m working on.

  17. Istauri Arai

    Hi, I recently got my DK2 and have been trying to use it with the alpha.

    If I start the viewer with the headset in extended mode I get the HMD not detected warning, if I start in direct mode the viewer starts up and then I switch to extended mode and I can get the visuals working with correct distortion however I’m completely unable to get any positional tracking working with the headset. I’m not sure what if anything I’m doing wrong, I’ve tried running both with and without the oculus service as for some applications that fixes positional tracking. I’m not sure if there’s anything I need to do to have the viewer actually start using any orientation/positioning data, (I’ve got it starting up in oculus mode already). Either way, with some fiddling I can make it start up and provide the correct visuals to the headset in extended mode but camera motion remains tied solely to the mouse.

    1. David Rowe Post author

      Hi. It sounds like your DK2 isn’t connected to your USB or isn’t being recognized by the Oculus drivers.

      If you start up the Oculus Configuration Utility, can you do “Show Demo Scene”? And does it have orientation tracking? … It ill be greyed out and unable to be used if your DK2 isn’t connected properly/

      If Show Demo Scene does work, what version of the Oculus SDK are you using? Oculus Configuration Utility’s Help > About will tell you. The viewer alpha 2 needs SDK 0.4.1.

      1. Istauri Arai

        Hi, I’m using SDK 0.4.1 the demo scene works perfectly. It also works on titans of space in direct mode, the UE4 coaster works as does elite dangerous and half life 2 vr

        I’m pretty sure the orientation sensor is connected properly. On elite dangerous I had this issue until I suspended the oculus service before running it.

        1. David Rowe Post author

          OK, thanks. It is very strange that you’re not getting tracking then!

          Could you please send me a viewer program log? You’ll find it as C:\Users\\AppData\Roaming\CtrlAltStudio Viewer\logs\CASviewer.log. Also the debug_info.log file in the same directory, please. My contact details: http://ctrlaltstudio.com/about

          1. Istauri Arai

            Alright, I’ll send one as soon as I’m back home. In a different building at the moment, just tried the viewer and oculus on a different machine and now the oculus/head tracking works fine but advanced lighting model wont properly render. It lets me enable it and such but there’s no materials or any other features of it showing. (for the record this machine is even more powerful than the other one and is certainly capable of running ALM) My main machine uses an Nvidia GTX 460, this machine is using an AMD/ATI HD7900 series

          2. Istauri Arai

            I’ve emailed the requested files to you, I had a look in the windows event log viewer and found
            Error: [HMD] WARNING: Modulation stop unverified! being generated by ‘OculusVR’

            Already tried uninstalling the runtime & drivers and reinstalling to no effect.

          3. David Rowe Post author

            The Windows Event Log entry is telling …
            Searching for “Modulation stop unverified” on the Oculus forums reveals a number of people having issues with their Rifts not working in extended mode: https://developer.oculusvr.com/forums/viewtopic.php?f=26&t=12189&p=163141&hilit=Modulation+stop+unverified#p163141

            Fixes and workarounds seem to be different for different people. Here’s some of them:
            – PC reboot with the Rift left in extended mode.
            – Run the demo scene in the Oculus Configuration Utility first.
            – Unplug the power cord from the connector box (it’s only used for the USB accessory port on top of the DK2).
            – More complex sequence of steps per http://www.reddit.com/r/oculus/comments/2cu0qq/how_i_got_my_dk2_working_with_positional_tracking/

  18. Compcat

    Nice work, and very quick. The positional tracking and resolution certainly add to the experience.

    Unfortunately, performance has taken a bit of a dip for me now, and most areas aren’t really tolerable anymore. Also, even when I’m getting 60 fps, there’s a weird sort of tearing in my periphery, and a pretty uncomfortable flashing sort of sensation, like what’s being displayed to each eye is refreshing at a different rate or something.

    I’m using Windows 7, and the same approach to rotation and refresh rate as shown in Ai Austin’s post.

    1. David Rowe Post author

      The DK2’s higher resolution does take more CPU and graphics processing power. I suggest trying reducing your draw distance to get a higher FPS to improve the experience at the expense of not being able to see so far. For the next alpha I’m working on not needing to Advance Lighting Model turned on; having it off will help FPS.

  19. Ai Austin

    I have been trying quite a few Rift applications with the DK2, and only one seems to me to have a good interface when using buttons and a UI beyond just seeing the 3D view. Try it. Its Titans of Space. See http://www.titansofspace.net/

    If the GUI buttons could be brought up and dismissed by a single key/controller button (one easily found as you are blind with the Rift strapped to your face) and shown as an overlay like a Head up display in the medium distance… then use the headset positional tracking itself to focus on the buttons, highlighting each s you pass over then. Then allow one easily found key/controller button to select or toggle the button. That’s how the Titans of Space spacecraft controls, navigation system and even peripheral settings buttons work.. and it was the only one I have used that felt natural and did not break the immersion, or require memory and touch feeling skills to locate a key on an invisible keyboard.

    I might post this somewhere for the Linden labs folks too.

    1. David Rowe Post author

      Yes, Rift UI needs a lot of work. The higher resolution of the DK2 will certainly help make UI more readable without having to be so big.

      1. Ai Austin

        Good you saw the askew bodyfeet for yourself David.

        Note that it looked perfectly straight with the first DK2 alpha when using the (wired) Xbox 360 controller. and I also did not see the problem of “landing” while still in the air when wearing te Rift in that version either.

        Do maybe its an issue between adding the positional tracking, where the Rift is before you enter 3D mode and put the head set on, and using the 360 controller?

        I will experiment bit with and without the 360 cont4roler and report back later. I also need to understand what ctrl+spacebar does (when I can find the keys with the Rift strapped to my face!)

  20. Ai Austin

    HI again… just tried the new version with positional tracking… a few bits of feedback…

    I noticed when I looked down that my feet were at an angle to my body and head. They flipped suddenly from one side to the other as I rotated my head a bit still looking at my feet. I could not seem to get them aligned straight, very easily. I tried ctrl+spacebar to set them straight a few times, bit it seems very sensitive.

    Also, I was on ground level fine, and flew up with the Xbox controller triggers to have a look from above… looked round for a minute and then returned down with the opposite trigger, but my avatar hit “ground” and the ground bump/landing sound and stopped while I was still 20ft in the air. Lookig down I could see my feet well above the ground.

    I had to go out of 3D mode, get the display back on the main screen and then go down again to get to the real ground level.

    Maybe this is some sort of positional tracking “creep”? Or maybe the interaction is overriding the “real” ground collision when going down. But I was only up in the air for a short excursion of a few hundred metres and a minute or so.

    1. David Rowe Post author

      Re the feet flipping direction when you look straight down, I think I’ll chalk that one up to “just one of those viewer funnies” for now. Interestingly, another person doesn’t see your feet or body flipping.

      I haven’t managed to repeat the “landing in the air” problem. Can you repeat it?

      1. Ai Austin

        I seem to be able to repeat the fly in the air for a bit and then try to land whiwe still in Rift 3D mode. I end up sounding like I hit the ground and avatar cannot be forced lower with the 360 controller trigger or the PgDwn key. I seem to be high up in the 3D view (20ft I would say) and if I look at my feet and I am in the air still. But if I go back to 2D screen and move it to prime monitor it shows my avatar as on the ground without using the PgDwn key or the t360 controller trigger.

        1. Kathmandu

          I ran into this myself today. I think it has to do with the position of the Rift headset when starting SL and the “Stand” or “Sit ” position setting in the display output options. I had the Rift sitting headband up when I started SL and got the odd positioning. I set it pointing at the positioning camera then hit ctrl+alt+3 again and it cured the problem

      2. David Rowe Post author

        Thanks very much for both your comments. I’ve managed to reproduce the problem. Its seems to be a the horizontal view being adjusted by the 360 controller messing up camera and avatar locations. I’ll have a look at fixing it.

  21. Ai Austin

    David, the instructions say to make the Rift be the second monitor in extended desktop mode and check its in “Landscape”. Mine on Windows 7 needs to be set to “Portrait” even though that shows with the usual landscape thumbnail rectangle. Changing to landscape rotates the display incorrectly.

    Maybe this differs on Windows 7 to Windows 8? Are Windows 8 users seeing “Landscape” in the correct orientation, and other Windows 7 users need to leave it as “Portrait”?

    I definitely cannot see any way to set the Rift explicitly to 75Hz in Windows Screen resolution advanced tab for the monitor settings… they just show a blank pull down list for me. But it may be because something has not correctly registered the Rift as the monitor as it shows as a generic pnp monitor, but picking up its native 1920×1080 resolution correctly.

    1. Alan

      Yeah, I think the guidance was to ensure your non-rift monitor is set to 75Hz or disable it completely. I’m still trying to figure out to disable it since my primary monitor won’t go to 75Hz. They say there’s some hack app that will force it, but I doubt that does the same thing. I’ll try WinKey-P this weekend to see if that works.

    2. David Rowe Post author

      Landscape and 75Hz configuration depends on your PC’s h/w and drivers.

      Regarding landscape versus portrait, it seems to depend on where you look. On my Windows 8 PC
      – Control Panel > Display > Screen Resolution: I’ve set it to Landscape in order for it to display correctly.
      – NVIDIA Control Panel > Display > Rotate Display: It shows the display as Portrait.

      I’ve added a note to the instructions in the release notes.

      And I can set the Rift’s 75Hz in both:
      – Control Panel > Display > Screen Resolution > Advanced Settings > Monitor > Screen refresh rate.
      – NVIDIA Control Panel > Display > Change Resolution > Refresh rate.

      My main display being 120Hz probably affects things. There are various discussions on the Oculus forums.

  22. Bri Hasp

    Used Alpha 2 Viewer in all modes today at Jo Yardley’s new Berlin Adlon hotel. The Viewer performed with both Oculus models and my Asus 27″ switched monitor in both stereoscopic and conventional screens great. :)
    My issues were my fumbling and finding and the ever present SL hazards as I enjoyed walking around. Whenever stalled there is the saving grace in retreat via Ctrl+Alt+3.

    Thank you David ♥

  23. Brandon

    I actually got this version to compile in OSX. The logs show that it recognizes the DK2 rift, but the 3D button just gives a black screen :(. Can’t wait to see it!

    1. David Rowe Post author

      That’s great news that you got it to compile for Mac OSX! You have Advanced Light Model turned on but it still displays a black screen?

      And the Show Demo Scene in the Oculus Configuration Utility works OK?

          1. Frank

            THANK YOU!! However, the viewer keeps crashing at the login screen right after everything is loaded (region, clothes…). Thoughts?

          2. David Rowe Post author

            That’s great that you managed to build an OSX version! I’d be very interested to receive your patches so that I can see what you did when I prepare to do an OSX build in one of the next alphas.

            Frank: If you send me your viewer log file from after a crash I’ll have a look to see if I can figure out what’s going wrong. You should find your log files in /Users//Library/Application Support/CtrlAltStudio Viewer/.

          3. Brandon

            I’ll try to give you an actual fork/pull request. The version that I posted has more changes than necessary … I just hacked around on it until it compiled. (Some of that might be causing Frank’s problems.) Frank … I’ll let you know if I make a new/better build so you can try it.

          4. Frank

            Thanks David and Brandon! If this helps, here is part of the crash report (and if this gets too long, feel free to delete the post):

            Exception Type: EXC_CRASH (SIGBUS)
            Exception Codes: 0x0000000000000000, 0x0000000000000000

            Thread 0:: Dispatch queue: com.apple.main-thread
            0 com.ctrlaltstudio.viewer-oss 0x01be281d ovrHmd_ConfigureRendering + 11
            1 com.ctrlaltstudio.viewer-oss 0x00f39790 setRiftSDKRendering(bool) + 368
            2 com.ctrlaltstudio.viewer-oss 0x00fe7283 CVToggle3D::setRiftlook(bool) + 1891
            3 com.ctrlaltstudio.viewer-oss 0x00f32847 display(int, float, int, int) + 8359
            4 com.ctrlaltstudio.viewer-oss 0x003b546c LLAppViewer::mainLoop() + 4188
            5 com.ctrlaltstudio.viewer-oss 0x003eb83b runMainLoop() + 43

          5. David Rowe Post author

            Thanks very much for the crash report, Frank. You say it crashes straight after login?

            I wonder, what version of the Rift SDK do you have installed? You can find the version number in the Oculus Configuration Utility’s Help > About box. This alpha was built with SDK 0.4.1.

  24. Aida Runo

    No working to me. Got black screen after Crt-Alt-3

    My PC:
    i7 3770K
    8GB RAM
    WINDOWS 7 64Bit.

    1. David Rowe Post author

      You should be able to make it display the twin barrel images on your main monitor: just do Ctrl-Alt-3 without moving the window to your Rift. If it’s displaying a black screen on your main monitor then check to see that you have Advanced Light Model turned on: Preferences > Graphics > General > Advanced Lighting Model.

    1. Alan

      First – thank you, thank you. I’m super psyched to test this. Did a bunch of experimenting with the Alpha 1 this weekend. Amazing. Head tracking was the first thing that seemed like a show stopper for a great experience. I actually came back to the blog to check on progress there. Thrilled to see you’ve already got that going. HUD support seems like it would be next. I found myself switching between the rift for temporary “enjoy the scenery” moments and normal 2D view for general SL usage due to both limitations. I’m sure none of it is trivial, so thanks again. Regarding the 75Hz tweak – I thought they said on reddit that the rift uses 75Hz, so you have to disable your primary monitor, in order to stop your video card from trying to push both at once. I can’t fathom how to do that though… or did I misunderstand?

      1. David Rowe Post author

        People seem to be trying a variety of methods w.r.t. 75Hz, with success depending in individual setups. I don’t think there’s a consensus of the best way to run things yet. The Rift SDK is still in beta, after all … hopefully improvements will come soon!

  25. dahZee

    I think some kind of gesture or animation that can track a piece of the avatar’s body would be great to work with to make our movement’s wearing the DK2 translate into the game, as well as motion controllers for realtime mocap arm gestures. I wonder if something like that already exists?

    1. David Rowe Post author

      This “puppeteering” of your avatar and having your movements distributed to other nearby users so that they can see the same movements is unfortunately not supported by the current Second Life / OpenSim. A while ago now, some Linden Lab engineers investigated this and came pretty close: http://www.avatarpuppeteering.com/ And there’s also Rinions with which you can get part way there, though I’ve not tried it myself: http://liftedpixel.net/blog/posts/kinect-rinions-and-second-life

      Hopefully, puppeteering will be supported in Second Life 2; I suspect it’s this sort of system limitation that helped prompt them to redevelop from scratch. High Fidelity are certainly right into sensors and puppeteering.

    1. David Rowe Post author

      Hi. Being able to move your arms and use the Hydra or STEM controllers would be great! However, Second Life / OpenSim and viewers aren’t set up to support directly moving your avatar’s joints and distributing these movements to other people around you so that they can see the same movement. So, no, I have no plans to, sorry.

      P.S. See also my reply to the next comment.

  26. Phoenix

    One small step for a client, but a giant leap for builder. Even small, that update is really great thanks, thumbs up!

    In fact, just the positional tracking finally having a reliable use case in a building environment is great. And my spacemouse finally starts to make sense, even in SL and its limited space navigation support, from a builders point of view.

    (Btw do you plan to upgrade 3DConnection support to their latest SDK, or are you staying with the 3.x release?)

    1. David Rowe Post author

      Re the 3DConnexion SDK: no, I don’t have any plans to update to their latest SDK. It’s actually a pretty old version of their SDK that is used. But if Firestorm updates at some stage then I’ll automatically pick up that update too.

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