Basic Rift DK2 UI Added: Alpha 3

This alpha release of the CtrlAltStudio Viewer adds basic UI to the Rift DK2 display. This includes dialogs, avatar toasts, and floating text (i.e., the same UI as displayed with the DK1 in the 1.2.1 Release).

Other changes this release:

  • Added fade-to-black around the barrel distorted image edges.
  • Stopped showing the health & safety warning the second and subsequent times into Riftlook view.
  • Fixed barrel distorted images being displayed lower on the screen than they should be.
  • Fixed “landing” in the air when flying in Riftlook with an Xbox 360 Controller.

Usage is the same as in the previous alphas: 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. You may want to adjust the distance the floating text fades at so that distant text is not so annoying in Riftlook: Preferences > Graphics > Rendering > Floating text fades. For more details on usage, see the Release Notes.

Please note that this alpha is still preliminary: it does not work with direct mode and Advanced Lighting Model needs to be turned on. It is built using the 0.4.1 Rift SDK and should work OK with the 0.4.2 Rift SDK.


  • Windows installer: Alpha, 4 Sep 2014.
  • Mac OSX installer: Sorry, no Mac OSX installer this release.

Comments (95) Leave a comment

  1. Alan

    Has anyone compared current viewer builds between the new SDK/runtime and the previous? I still get a lot of judder when there’s multiple avs in the same place, even with my brand new NVidia 980. Trying to isolate.

  2. Ai Austin

    Thanks David,… on Reddit I saw a reference to this…

    Related to the update: Direct to HMD under OpenGL is almost working thanks the 0.4.3 update, but there is a weird issue where the resolution of the HMD seems to be linked to the size of the application window. So at present the only way to get it work on the DK2 is to run the application full screen on a 1080p monitor, which is obviously not an ideal solution.

    An OculusVr developer called “shaver” noted this report and said he understood the issue and would make sure it was listed in the issues list.

    There seems to be an issue with field of view I(POV) being reduced in 0.4.3, so I am not sure if that will have any impact. I did not notice it myself when using CtrlAltStudio or the Linden labs Rift project viewer…

    1. Ai Austin

      A little more from “shaver”, on the Oculus team I gather, and others speaking with him on the same Reddit thread…

      From one of our GL folks: “On Windows an OpenGL context is created via an HWND and it’s HDC. You don’t create the GL context with a manually specified size; rather the size of the DC is used. This size automatically determines the back-buffer size, which we don’t have external control over. I’m not aware of a wgl extension to work around this, but an application could work around it by using a different HWND to associate the OpenGL context with.”

      Thanks for the feedback. A borderless window seems to be a workable solution at present. Using a different HWND may also work, but I’m not sure how to go about this and I think doing so would lose the ability to mirror to the main display.

      I think you would need to draw one of the eye buffers into the other (desktop) HWND yourself, but I don’t know the mechanics of doing that draw across GL contexts. I can ask.

      Or you can create a borderless window and send that using Direct to HMD.

      I thought this would only work for displays equal to or larger than the HMD resolution in size, but it seems if you set up a borderless window you can resize it larger than your desktop size. In other words, a 1680×1050 monitor can have a 1920×1080 borderless window that is linked to the HMD in direct mode. So this seems to be a viable solution!

  3. Ai Austin

    Hi… just using the
    is tread to ask if you know whether the Oculus SDK 0.4.3 Beta includes enough OpenGL fixes to allow for direct to rift mode to be attempted now in SL/OpenSim viewers David? The release notes indicate some OpenGL changes, but I don’t see anything major.

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  5. SamRaven


    Great to see someone pushing VR into SL. However Oculus Rift is not the only game in town. I’m surrently playing around with Google Cardboard which can emulate the Oculus via the Trinus Gyre App. However it does not register as connected with your viewer so I can’t try VR SL. Any chance you could add a check box to force your viewer to assume VR hardware even if it can’t detect it?



    1. David Rowe Post author

      Hi … I found the details on the Trinus Gyre app at … It can emulate a few things but unfortunately not the Oculus Rift.

      However, you may be able to get something displayed with the viewer though it may not be an optimal experience. … If a Rift is not found then the viewer / Oculus drivers uses a “default” setup which I think is akin to the DK1. … If I disconnect my Rift’s HDMI and USB cables and start the viewer, I get a warning message but if I ignore that and login and toggle into Rift view (Ctrl-Alt-3), I get twin barrel distorted images though they’re much rounder than those normally displayed for the DK2. … You might be able to get this going too if you download and install the Oculus Rift developer kit or runtime software from . The viewer uses the Oculus drivers installed by the developer kit or runtime to generate the twin barrel distorted images.

      1. oddsheep


        I’m the dev behind Trinus Gyre. While it is true Oculus Rift is not compatible with the app (because of the hardware checks), maybe you would consider supporting alternative protocols to work with Trinus Gyre? namely: FreeTrack/TrackIR for headtracking. As for the lens barrel distortion, a suitable option might be to avoid rendering it from CtrlAltStudio Viewer and let the app take care of it. The advantage of that is that the app includes calibration settings to adjust to different headset lenses (e.g. Cardboard, Durovis, Altergaze, etc. each have different lenses with their own properties).
        I know that’s a lot to ask, but would be great if developers started considering other generic protocols as alternative to Oculus Rift only :)


        Xavier Selva

        1. David Rowe Post author

          Hi Xavier … Thanks very much for the info; it’s great how your app caters to different lens configurations.

          Linden Lab’s viewer Rift code is structured suitable for adding other VR HMDs, and their code will be picked up by myself and other third party viewer developers in due course. The current CtrlAltStudio Viewer Rift code has just been “tacked on” as an interim measure and is not really amenable to adding other HMDs. When Linden Lab’s Rift code makes its way into CtrlAltStudio Viewer and other viewers, that will be the best time to add Google Cardboard etc. support via Trinus Gyre.

  6. danielmounsey

    Its pretty cool. everything is going very well! I have a slight glitch .. Having set people to speak in bubbles while in the rift..when i put in Text , ‘enter’ doesn’t seem to work and my chat doesn’t appear. I see others chatting. maybe i have something not checked properly, or a bug ?

    Im starting to slip into the potentialities of 3d immersive Sl! Its addictive .Thanks for your work.

    1. David Rowe Post author

      Hi … I just checked this and it seems to work OK. … In Rift view, type Ctrl-T to show the Conversations window, and click on the “Nearby Chat” tab if it’s not already highlighted. Then you can type into the chat text box with Enter completing your messages. … Before entering Rift view, you may want to make the dialogue box smaller and centre it on the screen so that you can use it in Rift view. … If it’s still not working for you, let me know!

  7. Paul

    Is there anyone that can help me with this? I am not terribly bad with tech but I cannot get ctlalt viewer to work at all. I have DK2, latest firmware, and the Alpha 3 release of the viewer. I have done everything from the most basic turn it all off/on again, through configuring the rift, the viewer etc etc.

    I follow the directions (extended view set in OR, and on screen), but no matter what, the OR shows a black screen each time. I have gotten the SL project viewer to sort of work – I can get the stereoscopic screen to show up, but never in the Rift like it’s supposed to.

    If I don’t use the ctl-alt-3 command, in ctlalt alpha 3, I can get a kind of non-immersive view but it’s sideways in my Rift. So I turn the screen sideways using my graphics config utility, and then work the menus sideways on my big screen then go into the rift for a not-so-3D but right-way-up experience.

    Either I’ve done all of this incorrectly, or I’ve wasted my money and should move on to different projects… help anyone?

    I am running an Nvidia GTX780 card on an i7 4790k @ 4 ghz, 32gb ram.

    Thanks in advance

    1. David Rowe Post author

      Can you successfully show the demo scene in the Rift’s Configuration Utility? … Use the Oculus system tray icon to configure your Rift display mode to “Extend Desktop to the HMD” then get the demo scene running on the Rift. You may or may not need to change the orientation of the Rift display in Windows Control Panel > Screen Resolution: click on the icon corresponding to the Rift’s display and change it’s orientation between portrait and landscape. (Currently it works for me if I have it set to landscape but in the past I’ve had to set it to portrait; it depends on the particulars of the graphics cards, drivers, and screens you’re using.)

      Can you successfully show the viewer’s twin barrel-distorted Rift images on your main display? … Set the viewer’s display output to Oculus Rift and make sure it’s not configured to run full screen, restart the viewer, and keep it running on your main PC screen. Then Ctrl-Alt-3 should make it go full-screen and display the twin Rift images. Ctrl-Alt-3 again to toggle back to normal view.

      Once the above is working OK … Start the viewer on your main PC display (still in windowed mode). Then use the Windows key plus arrow keys to move the viewer window to your Rift dipslay. Then Ctrl-Alt-3 to make it full screen and display the twin barrel images that the Rift needs.

  8. Dalek Hax

    Odd you should say that, I notice when I exit SL,, the 3D screen stays stuck on 29Hz & I have to toggle 3d in Windows display manager to get back to 60Hz.

    Thus it enables 3d fine from 60Hz->29Hz but not back again. Once in a while it’ll glitch further (esp after the screen saver) with juddering on re-entry and I’ll have to toggle Win8.1 3d again. Not a biggie for my setup, but perhaps a common issue with your problem of not exiting 3d properly?

  9. Ai Austin

    Thanks David. Noted. I wonder why the viewer leaves the screen in its dimmed mode when it exits. Could some “mode” selection or initialization/termination not be taking place quite right? the stereo test app seems to have the effect of returning the screen to normal brightness on its exist each time.. hence the reason for me to suspect that the EXIT from the first run of the stereo test app sets things to a good state again. But I appreciate these comments are “off track” for this Rift viewer test release thread!

  10. Ai Austin

    Noting that CtrlAltStudio (last may release as well as alpha 3) had not worked with my new rig. Today I updated the drivers from the last July versions to this week’s new 344.11 and I tested again, and this time the stereo test app did work. Whether it was anything in the update (I doubt that0 or just the fact I did an update with the Asus 120Hz screen in place I am not sure.

    Now the odd thing. Once the ipers_stereo.exe stereo app test is working it works each time that test app is run.

    I can THEN enter CtrlAltStudio and that works if the stereo app test was working just beforehand. The 3D IR transmitter light comes on as I launch CtrlAltStudio even if it starts in 3D model was that always the case? I can switch in and out of 3D mode while in that one (first) run of CtrlAltStudio. But the IR transmitter light stays on in 2D or 3D model.

    Now if I exit CtrlAltStudio and enter it again the 3D does not work and the IR light does not come. Screen is left dimmed, rather than returning to its usual fully bright colour when 3D mode is normally exited. It will not work on several attempts.

    If I then run the stereo test app that also does not light the IR emitter light or show 3D. but if I run that test app a SECOND time it does. Thereafter, as before it works every time.

    And when working as before CtrlAltStudio once again works in 3D model.

    So if I do this…

    a) run stereo test app once if it works (or a second time if it does not) I note screen is always at its brightest after exit of a successful 3D test run.

    b) then run CtrlAltStudio and it works in 3D (but on exit screen is darker than usual)

    c) MUST cycle back to (a) to reenter CtrlAltStudio with 3D

    Above is the case whether or not I tick the “Set 120Hz” model in the display output panel for CtrlAltStudio.

    Could there be some issue with initialisation or termination of the 3D mode in CtrlAltStudio which is able to be cleared on the SECOND run of the stereo test app,, implying the termination of that stereo test app is what is really setting things right, and that the termination code in CtrlAltStudio is getting us into a jam.

    1. David Rowe Post author

      Yes, the IR 3D light comes on as soon as you start the viewer and stays lit whether or not you’re in 3D display mode. It has always done this.

      I expect that the update to the latest drivers fixed your PC not working with OpenGL stereoscopic 3D on Windows 8.1.

      However, it sounds like the driver may still have a problem or two given the strange start-up behaviour you’ve found … The viewer and test program don’t do anything fancy to configure stereoscopic 3D; they just set up the quad OpenGL buffers needed for stereoscopic 3D display and it’s up to the drivers to handle the OpenGL stereo output provided.

      I’ve started on the road to updating my PC from Windows 8 to 8.1 but it will probably take a while so can’t yet replicate the problem.

  11. Ai Austin

    Thanks for help in testing the 3D screen in stereoscopic mode with Windows 8.1 and a GTX680… this card has 1 X DVI-I, 1X DVI-D and 1 X HDMI and a display port.

    My previous working setup with Windows 7 and GTX 580 had 1 X DVI-I (Asus 278HR on this all set to 120Hz everywhere) and 1 X DVI-D (Rift on this with HDMI DVI adapter). All worked fine on that and 3D IR emitter light came on fine for the 3D active shutter specs.

    3D works fine for Nvidia test app and in a sample (DX9) app like Microsoft Flight Simulator. But in CtrlAltStudio I get the rapidly flashing offset images( as expected) on the screen but the 3D IR light does NOT come on and hence specs do not show image in 3D.

    I have run this without Rift plugged in at all to make sure that was not a factor. So I am just using the 120Hz Asus screen.. and I have verified again that 120Hz shows as the refresh rate in Nvidia control panel, in windows settings and screen settings -> advanced -> monitor, as well as ticking the use 120Hz box in CtrlAltStudio. [I note that the monitor reports as generic pnp monitor, but does show the correct 120Hz selected frequency as well as showing the range of frequencies up to 144Hz that the Asus screen can take).

    Plugged into the DVI-I (dual link DVI is needed for 3D the screen documentation says), the Nvidiacontrol panel reports it as a 3D monitor with 120Hz and beyond capabilities, and the test app and Microsoft Flight Simulator work as expected, but CtrlAltStudio and the Stereo test (ipers_stereo.exe) show the dithered images, but do not light the IR emitter on light.

    I tried it on the DVI-D connector and that is no different. On the HDMI connector the Nvidia control panel sees the connected device as a 3D TV (with only the Play3DTV option David mentioned, which I had not seen on any DVI port connection) at only up to 60Hz and not as a 120Hz capable monitor.

    I wonder if its an issue with the 3D technology behind CtrlAltStudio and the Stereo test .exe (OpenGL?) not setting things up quite right as they initialise?

  12. Ai Austin

    Will try the test program at work thanks, and will try the HDMI connection rather than the DVI port and will rort back on Monday.

    By “dithered” I meant when I switch to 3D mode in CtrlAltStudio I get a fuzzy fuzzy offset images, not a specific chequer bias ir anything like that.

    The Asus screen alpears in the screen choice in Nvidia control panel and the 3D setup screens as usual. Though Windows device manager reports te screesn as generic pnp monitor. Niot sure if that is the sanme as it was under win 7 or not witbout switching back over.

  13. Alan

    I’ve been using a laptop to drive the viewer. It’s a pretty high end laptop, but not the same as a true gaming rig. I’m wondering how good the experience is from people with decent gaming rigs. I’m looking at an nvidea 760ti or in that range. Just want to know that the SL oculus experience will be decent, cuz it’s not really tolerable for any more than a minute given my current experience.

    1. David Rowe Post author

      As far as Second Life / OpenSim goes, to get an idea of the performance you might get from a high-end graphics card, with your current graphics card turn off shadows in the viewer’s preferences and reduce your draw distance and / or visit a location with no avatars and not much built stuff … such that you get a consistent 100fps or more as shown in Advanced > Performance Tools > Statistics Bar. With a high-end graphics card you can expect to get the same sort of performance except you’ll be able to turn on more graphics features and increase your draw distance. Though it will still be a trade-off between how much stuff you have to render and how much graphics choppiness you’re willing to bear as the view changes, and different people have different susceptibilities to different aspects of VR.

      1. Alan

        Cool. Thanks. :) Yeah… it’s not bad like that. Just awful in crowded places. :) Specing a new box now…

  14. Ai Austin

    Thanks Dalek… it is beginning to look like its an issue only with CtrlAltStudio and the shift from Windows 7 to 8.1.

    I just installed Microsoft Flight Simulator X and enabled 3D and that also works correctly – and that is also I think DX9.

    I wonder what else I can try… its a pity, as this seems to be the only thing not working as anticipate don my new rig and I would rather switch to get faster frame rates on the Rift DK2.

    1. David Rowe Post author

      It’s very strange that it’s not working for you. I have NVIDIA 3D Vision set up and working with the viewer on my Windows 8 PC (though I haven’t updated to Windows 8.1 yet – just been so busy).

      There’s a little OpenGL stereoscopic 3D test program you can downloaded and run: It’s much simpler than the viewer but both should run.

      By “dithered” screen do you mean that it might be stereoscopic 3D checkerboard format? I wonder if Windows or drivers are trying to be clever and think that your monitor is a 3DTV and automatically switching to that format? (Possibly via NVIDIA 3DTV Play.) … Check your setting in NVIDIA Control Panel > Set up stereoscopic 3D > Stereoscopic 3D display type drop-down. Some people have a “checkerboard” option there which they’ve successfully used with their 3DTVs, but that’s not what you want; you want something like “3D Vision notebook” (the value I use on my laptop, but yours will be different).

      1. Dalek Hax

        Nice test program – first time I’ve seen Cantor Dust fractals in 3D, wow!

        Ai, have you tried both DVI and HDMI leads? Windows 8.1 seems to rely more on reading the HDMI version from the monitor EDID than Win7.

  15. Dalek Hax

    Try toggling the “Enable Stereoscopic 3D settings for all supported displays” in the *Windows 8.1* screen resolution panel, possibly with the Nvidia panel set to off. The Nvidia test is DirectX not OpenGL so it doesn’t mean SL will work with those settings.

    I’m using Windows 8.1 3D natively, (built in driver works) with an AMD Radeon and a passive display and no software – CtrlAltStudio works 3D in windowed mode like this.

    However for DirectX games I still have to use TriDef software. It might be that Nvidia’s solution and the native Microsoft one are fighting somehow. I realise you have the added complication of the IR dongle to drive however, and I’m not sure if the Microsoft system will drive this.

  16. Ai Austin

    Thanks for the suggestion David. I was indeed running at 120Hz in the Nvidia Control Panel and had tried with and without the Use 120Hz tick box in CtrlAltStudio. And used the May current release as well as the latest alpha set to what is needed for 3D stereoscopic rather than Rift. This all used to work fine.. and I am wondering if there cold be an issue in the move from Win 7 to Win 8.1.

    In the Nvidia test in the control panel the IR emitter little on light on the monitor comes on fine and goes off at the right time, and the screen goes back to its normal brightness. If I use CtrlAltStudio the

    IR emitter does not come on, but the 3D button does go into the dithering mode, but when I leave the 3D mode or exit CtrlAltStudio the monitor is left in a lower dimmed screen state. So something is not configured right, or there is some glitch. Still investigating. Odd.

  17. Ai Austin

    Hi again David.. I must be doing something silly, but after changing over a system (to use a better Win 8.1/GTX 680 GPU) to connect to my 120Hz ASUS VG278HR 3D screen with the NVidia 3D system in it. I cannot get CtrlAltStudio (last release or the recent alpha 3) to work when set to the stereoscopic mode.

    It worked fine before with the previous Win 7 system and GTX580. Now the light on the top that shows 3D is active doe snot come on when I enter 3D mode… I just get the dithered screen. I am set for full screen (opposite as for the Rift DK2). And I have tested it works fine for the Nvidia test app in the control panel 3D stereoscopic setup.

    Any thought as to why the 3D system does not activate?

    1. David Rowe Post author

      It’s most likely your monitor not set at 120Hz when running the viewer. Make sure your display is set to 120Hz in Windows Control Panel or NVIDIA Control Panel. Or tick the “Set output to 120Hz” option in the viewer’s Preferences > Graphics > Display Output tab will probably set it automatically for you if you don’t want to run your monitor at 120JHz all the time.

  18. Mike

    Hi David. Is there anyway of making Instant messages pop-up in the centre of your view? and object request also (eg: sitting in chair & wanting to animate your avatar?)


    1. David Rowe Post author

      These things would make sense, wouldn’t they? I might have another look at doing them. Thanks for the reminder.

  19. Rinaldo Debevec

    Just got my DK2 set and (with a little fiddling around) got the ctrl-alt-studio viewer working, thanks very very much for creating this viewer! I use Firestorm and so tried this one first …. next I’m going to see if I can use the official SL oculus viewer. BTW, my neck hurts from moving my head around so much ….

  20. Tom Willans (Tom Tiros)

    Thanks to Brandon for helping me compile the Alpha 2 OS X version. I have now built an OS X Alpha 3 version. In intial testing there are a few quirks.

    My fork is here It is 41209 in this fork.

    A link to the .dmg installer is at

    There are a few quirks such as the pointer not aligned with the menus and, as with the Windows version, menu items being at the very edge of the field of view ( and hence scrunched up). There is also a quirk with when exiting Rift mode using ESc the screen flickers instead. Anything else discovered would be very welcome.

  21. Stefan Buscaylet

    Just wanted to let you know you can break out of first person mode by pressing ALT and rotating the mouse wheel. I really enjoy caming around using the mouse and now i can.

    Also i can’t seem to get the windows+left arrow key to work on win7/64b. I did some searching on google and it gave some advice but nothing works.

    Last tidbit is i have a logitec gaming keyboard and i moved a couple of the keyboard commands over the macro keys and now i don’t have to keep taking the rift on and off to type as much. CRTL-ALT-F1 is one i really value to hide the toasts.

  22. Tom Willans (Tom Tiros)

    I have tested the xbox360 under boot camp and the controller seems to be working fine for my uses.
    I have also tested the last built Mac version under OS X with the xbox 360 controller however Axis 4 and Axis 5 are flicking around -1 rather than zero hence the avatar merrily spins around. I have tried to use Brandons compilation but it will not log in with the xbox 360 controller attached. I cannot see any way to calibrate these these.

    I have not tried attachcing with the DK2 fitted as yet.

    1. David Rowe Post author

      Thanks very much for the update.

      For the Xbox controller it sounds like you may need to calibrate it: in Windows’ Devices and Printers folder you should see an Xbox controller icon with a Game Controller Settings right-click menu item. In the settings window that pops up, the Properties button takes you to a dialogue where you can set and test your calibration.

      1. Tom Willans (Tom Tiros)

        Guess this is a problem with the Mac. Using Xbox 360 controller but it does not seem to have a calibrate function that I have worked out.

        Still not convinced MS intended it to be used on a Mac :)

  23. Richard

    I can’t get dk2 to work, tried selecting it in the options, restarted but doesn’t want to play ball, help?

  24. Tom Willans (Tom Tiros)

    Under Bootcamp Widnows 8.1. Generally working well. The text on the UI under DK2 is much more legible than DV1. Main problem Is that for CtrlAlt I have to drag it off screen out of sight. Different DK2 apps seem to all have their own quirks.

    a) One problem is that menu boxes such as accepting an object tend to appear out of sight.
    b) The mouse is easy to lose
    c) I know it was not in DK1 but any chance of getting pie menu as options tend to go out of sight at the bottom.
    d) Is it just my spectacles but there is a lot of distortion at the bottom of the viewing area in the DK2?

    1. David Rowe Post author

      It’s great that you managed to get it working on your Mac with Bootcamp. Thanks very much for letting us know.

      Yes, pie menus would be ideal. I had a decent go at getting them working with DK1 but they really didn’t want to cooperate. It may be time I had another go now that things have changed under the hood a bit.

      There shouldn’t be any particular distortion down the bottom of the Rift display. Unless for some reason your Rift display isn’t fully maximizing or has a menu bar still displayed at the top. Chromatic aberration is a bit overdone in this alpha with SDK 0.4.1 but this should improve once I update to SDK 0.4.2.

  25. Mike

    Hi David. I finally got my DK2. Dl your latest Alpha but I found when I go into 3d mode after the H&S disappears the screen goes black and I can’t see anything.

    Any ideas?


      1. Mike

        Hi David
        Thanks for the quick reply.

        Unfortunately that was advanced lighting was already enabled.

        Anyway I tried again today, following your instructions on another page. I extended the desktopand I set the rift to landscape (Which turned the image on it’s side.) I shifted the viewer window using the Win key and rt arrow twice.

        I pushed ctrl +alt +3 and jumped into HMD view. THe H&S message came up (It was sideways) when it disappeared the screen was black…..however if I hold down Ctrl + Alt the SL pointer is visible.

        I hope that’s enough info for you to solve my problem. If you need any other info, please let me know.


        1. David Rowe Post author

          OK, there are a couple of problems here: 1) the sideways warning message; 2) the viewer not displaying the image.

          I’m assuming that you have Rift SDK 0.4.1 or 0.4.2 installed and have used the Rift system tray widget to set the display mode to Extended Desktop. You should be able to run the Oculus demo (Oculus Configuration Utility > Show Demo Scene button) at it should be displayed on your Rift in the correct orientation. The orientation to set can depend on graphics drivers: on my PC at present, Windows Control Panel says its landscape whereas the NVIDIA Control Panel says that its portrait. Try swapping your setting.

          Regarding the black screen, make sure you have OpenGL vertex buffer objects enabled: Preferences > Graphics > Hardware Settings > Enable OpenGL Vertex Buffer Objects. If you still get a black screen, reset all your viewer settings – Preferences > Advanced > Reset All Settings – then enable Advanced Light Model if it isn’t already enabled. Hopefully this should make things display OK.

          If you’re still getting a black screen, after running the viewer and experiencing the problem, exit out then send me your program log file. You’ll find it in C:\Users\\AppData\Roaming\CtrlAltStudio Viewer\logs.

          1. Mike

            Hi David, yes I solved it last night. It was the Open GL that was causing the black screen. Thanks for making an awesome viewer :)

  26. Neo Cortex

    I noticed that looking straight up- or downward causes the head tracking to deliver wrong results. Feels like the sky or my feet start moving. I know there have been issues like this with the sensor fusion in the “old” days of having just the rotational sensors in the DK1. I hoped that might be fixed by the stable info the positional cam delivers.

    Second observation: when i switch to third person view (alt + mouse wheel e.g.) the tracking seem to be working weird. Feels like the world was rotated instead the camera.

    1. David Rowe Post author

      Yes, looking straight up or straight down is not recommended! It’s the viewer code suffering from gimbal lock; it will be fixed when I update to Linden Lab’s Rift code.

      I think second person view is working as intended: your camera follows your avatar around, and when you use the arrow keys to turn your avatar your view pivots about the avatar’s location to maintain the relative position and orientation between avatar and camera. … Or are you seeing something else?

      1. Dillon R

        Good news – came here to say this but you’ve got it covered!

        Great update, ran like butter and still works fine with my xpadder-set controls. It’s pretty cool to make your character sit down so that the body is locked, and then look around and observe the fine details.

    2. David Rowe Post author

      Update: The second problem is confirmed as positional tracking not taking into account changed camera orientation when you orbit in 3rd person. I’ll have a look at fixing this.

  27. Kathmandu

    I have noticed that particles aren’t working for me when using the Rift, is that expected? Anyone else not seeing them?

    1. Phoenix

      Using 41206 alpha with SDK 0.4.2 I can’t confirm, that particles aren’t working. For me they are working as expected, both in first person and flycam mode.

      Maybe there is something wrong with the particle settings of yours.

      1. Kathmandu

        Particles work just fine when SL is on the main screen and not extended to the Rift. Max particle count is 6144. I am on the latest beta 41206 and SDK 0.4.2 and firmware version 2.12

        System: CtrlAltStudio Viewer 1.2.2 (41206) Sep 4 2014 14:01:43 (CtrlAltStudio-Viewer-Alpha) with OpenSimulator support
        CPU: Intel(R) Core(TM) i7-3930K CPU @ 3.20GHz (3201.83 MHz)
        Memory: 65485 MB
        OS Version: Microsoft Windows 7 64-bit Service Pack 1 (Build 7601)
        Graphics Card Vendor: NVIDIA Corporation
        Graphics Card: GeForce GTX 780/PCIe/SSE2
        Windows Graphics Driver Version: 9.18.0013.4052
        OpenGL Version: 4.4.0

    2. Dalek Hax

      I’ve noticed that particles don’t work for me in the main stereoscopic viewer either when I’m in stereo 3D mode. To get them back I have to toggle into 2D using the button. When I press the 3D button again they briefly appear beautifully but are quickly quenched.

      I’m using AMD Radeon, current Catalysts and Windows 8.1 64-bit native 3D support.

  28. Fleep Tuque

    Just tried with DK2 today and was pretty amazed at how well it worked. Floating text looked way better than I expected! Thanks for your hard work on this, much appreciated!

  29. Ai Austin

    David, I was speaking with VoidPointer Linden about the SL Rift viewer and he pointed out that some key coded have been added to the standard set for Oculus Rift use. They are shown in blue on this page

    I note that some are single key (easier to hit with head set on) relate to centring the view (Z) and aligning avatar to camera… which you provide via other key strokes such as shft_+spacebar.

    Z = Center cursor (Oculus viewers)
    X = Left-click target (mouselook) (Oculus viewers)
    Q = Align avatar to camera (Oculus HMD mode)

    May be worth standardising ready for a later merge and to make user cognitive load lighter for those of us using multiple viewers?

  30. Kathmandu

    I found that the target that actuates (say a chair sit) is not directly on the object. For instance I have a pose ball that I want to click, I find the actuation target is about ten cursor lengths to the right and only with the cursor seen on my left eye, cursor seen on the right eye doesn’t interact with SL at all.

    1. David Rowe Post author

      Hi. Left-clicking on an object seems not to work properly at present for some reason and I’ll look into it. In the meantime you should be able to right-click on an object and use its context menu instead.

      1. Ai Austin

        Ah… of course left mouse clicking does not do the usual interaction with pointed at object at all in mouse look/rift view mode in the viewer. Its for firing weapons and so on. That will be why LL in their viewer provide the “X” key as a new Oculus Rift viewer key mapping for left click interaction with objects, presumably because normal object interaction is otherwise problematic.

      2. Kathmandu

        Any idea why the image and the target don’t line up? Like I said, the actual click point is to the right of the object. Is this expected?
        I’m not getting a 3d cursor so it appears in one eye then the other and only interacts with SL in the left eye. Is that normal?

        1. David Rowe Post author

          The cursor click point should line up properly, both for dialogue box items and in-world objects. What is it that you’re clicking on? … And what is your system set-up? A DK2 in extended mode (configured in Windows to be an extra display alongside your main display and extended mode configured in the Rift Configuration Utility) with Rift SDK 0.4.1 or 0.4.2 installed?

          Yes, the cursor is not a 3D cursor: it’s just the normal Windows cursor and works best when in the left eye but should work in the right eye too.

          1. Kathmandu

            Oookay. If there is a pose ball floating by itself in the sky at 2000 meters and there is nothing else to click on and I try to click on the only object in the entire sim with the cursor in my left eye it does not do anything. If I move the cursor around the poseball, I find the touch Icon appears about 10 cursor widths to the right and when I click on the empty air it works as it should. It is as if there is a misalignment between where the object is and where the click area is. My SL window is extended to the Rift and advanced lighting is on.

            I am on the latest beta 41206 and SDK 0.4.2 and firmware version 2.12

            My System: CtrlAltStudio Viewer 1.2.2 (41206) Sep 4 2014 14:01:43 (CtrlAltStudio-Viewer-Alpha) with OpenSimulator support
            CPU: Intel(R) Core(TM) i7-3930K CPU @ 3.20GHz (3201.83 MHz)
            Memory: 65485 MB
            OS Version: Microsoft Windows 7 64-bit Service Pack 1 (Build 7601)
            Graphics Card Vendor: NVIDIA Corporation
            Graphics Card: GeForce GTX 780/PCIe/SSE2
            Windows Graphics Driver Version: 9.18.0013.4052
            OpenGL Version: 4.4.0

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  32. Phoenix

    First of all thanks for the update!

    I gave it a try with SDK 0.4.2. its save to upgrade. Even tho there is a decent framerate drop for me compared with the former CtrtAlt build and 0.4.1 SDK installed, prolly cause of the Viewers base is build with SDK 0.4.1. resources. Anyway its great to be able to see the statistics in rift mode as well.

    Is there any chance to get some type of slider, so the UI distance in front of the virtual eye can be pushed back in the deeper space? Doesn’t have to be a UI element, i would be fine with some type of configuration file as well.

    Another finding ctrl+alt+1 one doesn’t seem to work (its expected to either hide all or show all UI elements)

    1. David Rowe Post author

      I’m pleased to say there’s already a slider to adjust the UI depth : ) … Graphics > Display Output > Oculus Rift > UI depth. This should be what you’re after.

      Hide/show UI toggle is Ctrl+Alt+F1, not Ctrl+Alt+1. Seems to work OK.

      1. Phoenix

        Thanks for the quick reply and pointing me in the right directions.

        The slider for the UI depth (I knew I have seen it while being on DK1, but lost track of where to find it inbetween), was what I was looking for. 0 works great for me. But from a personal point of view it could even be deeper with DK2 and its higher resolution, as I don’t got any issues reading the text at 0.

        In regards to hide all and show all UI, you are right as well. In fact I meant ctrl+alt+f1, but the more serious point I was missing is that that UI in mouse / rift mode works different, than in the traditional views. And indeed with that in mind, it works as indended.

        So in fact the points I came up with are solved and answered. Thanks!

        1. David Rowe Post author

          No, sorry. HUDs are one UI item that don’t display at present. Note that should they be made to display, you’d have to position them towards the centre of your display so that they’d be able to be seen in Riftlook and this would put them in an annoying position for normal, non-Riftlook display.

          1. Phoenix

            I am aware of the need for the center slot. And in fact, to work on hud integrations for the rift is not an ideal solution, as they are rendered on a flat surface. On the other hand, what would work is to use a special type of “Hud” type body attachments, but those are also visible tothe public eye, so both ways got alot more odds at this time.

            I am just catching up on possible solutions. Hence my question in first place.

          2. David Rowe Post author

            Have a look at the Linden Lab viewer’s UI … it will eventually make its way into third party viewers including CtrlAltStudio Viewer, possibly with adjustments.

          3. Phoenix

            I hope its doesn’t. Not in its current state.

            In fact, putting the UI on the inside of a torus seems to be all they came up with so far. So a long way to go, tho.

            I am not sure who thought using a “cockpit type” of interface might be a good idea for an application thats rift integration will most likely be focused on first person.

          4. David Rowe Post author

            I agree, LL’s UI isn’t that great! However, it does provide a good starting point for third party viewer developers to alter and improve upon: they have it working with the various graphics settings and have a 3D cursor plus all the UI rendering.

  33. Ai Austin

    I may just be doing something wrong, but when in Rift mode in alpha 3 and I hover my mouse over a vehicle and get the seat icon, I cannot left click now to enter/sit in it. I think I could do that in Rift view before with the previous alpha 1 and alpha 2?

    In alpha 3, I see the seat icon, click it, my avatar arm extends out and the hand icon briefly appears, but the sit action is not taken.

    I can right click, get the menu and select the “Sit heer” item I can enter/sit on the vehicle fine.

  34. alberto pajuelo

    You could get the code from the official sl viewer to add a full UI support into CtrlAltStudio i guess, really i preffer to use the CtrlAltStudio because it is based on Firestorm witch means it has a lot more features.


    1. David Rowe Post author

      Yes, when Linden Lab update their Rift viewer and give the go-ahead, third party viewers will be able to include Linden Lab’s Rift code including their UI. At this time it will make sense for me to rip out my interim Rift support in favour of using Linden Lab’s code.

        1. David Rowe Post author

          Hi … This alpha doesn’t support Oculus Rift direct mode because the Rift SDK 0.4.1 whicih it was built with doesn’t support direct mode for OpenGL programs, OpenGL being the 3D graphics library that the viewer uses. … I’ve heard conflicting reports on Direct mode with the latest SDK 0.4.2, but haven’t checked it out yet, sorry. … One day, hopefully soon, the SDK will support OpenGL direct mode and I’ll update to take advantage of it.

  35. Ai Austin

    Great to see the progress…

    maybe remind us in the usage notes how to set the UI elements on/off in Rift mode?

    I found thus in the 1.2.1 notes for the chat texts..

    * To display avatar toasts in the Rift — Preferences > Chat > General > Show chat in bubbles above avatars.

    I also have been testing some things on the emerging Linden Labs Rift viewer… see

    One thing I noticed is that they seem to have a way to switch to the second screen in extended mode and back with their HMD Model toggle rather than needing the window+arrows procedure.

    1. David Rowe Post author

      Thanks, I’ve updated the alpha’s release notes to include tips from the 1.2.1 release notes.

      I might have a look at automatically moving the viewer to the appropriate screen, though hopefully Oculus will get direct mode working soon which will make using extended mode redundant.

  36. Pingback: CtrlAltStudio adds basic UI elements for the DK2 | Living in the Modem World

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