Oculus SDK 0.4.4 and Mac OSX: 1.2.2.41224 Alpha 5

This alpha release of the CtrlAltStudio Viewer updates to Rift SDK 0.4.4 and includes a Mac OSX build plus a couple of improvements:

  • Updated position of notification messages and script dialogue boxes so that they’re more central and usable in Riftlook.
  • Modified Start+Back key behaviour on Xbox controller if Rift display is configured: if you’re not in Riftlook then you enter Riftlook the same as before; however if you’re already in Riftlook then it zeros sensors the same as Ctrl+Spacebar (instead of exiting Riftlook). To exit Riftlook with the Xbox controller, press the yellow ‘Y’ button.

The Rift SDK 0.4.4 fixes the overdone vignette (fading to black) around the Rift barrel images’ edges that was too extensive in SDK 0.4.3.

Please note that this alpha still does not work with direct mode and Advanced Lighting Model needs to be turned on. It is built using the 0.4.4 Rift SDK and, if you haven’t done so already, you need to update to the 0.4.4 Oculus runtime.

Many thanks to Cinder Roxley for the Mac OSX installer.

Viewer download:

Release Notes.

Comments (39) Leave a comment

  1. CurtBombastic

    Hey There. Love the Viewer, even If i don’t use the XBox or Oculus rift but Was wondering that since the last release was only a Alpha, is there a Full release coming out soon and — if so — when?

    Other than that, keep up the great work. I find CtrlAltViewer runs BETTER than aot of other viewers out there

    1. CurtBombastic

      btw, might I add, You need a Facebook and Avatarbook page too!! LOL Would probably help spread the word of all the great work your doing -lol-

    2. David Rowe Post author

      Hi! “Alpha” and “Release” descriptions are somewhat arbitrary for the CtrlAltStudio Viewer given that it’s first and foremost a means to try out things like Oculus Rift and stereoscopic 3D support. Alpha 5 could very well have been nominated a “Release” version; it’s pretty stable.

      Having said that, I am currently working on updating to the latest Firestorm codebase. No promises as to a possible release date, though.

  2. JohnDoe

    Love your work! Was wondering if/when you are planning to have a way to interact with HUD items. That would almost make this complete.

    Also, if there was a way to position the camera based on the relative position of the AV’s head when in animation. For example, if sitting on the floor, the camera pulls the av upward when in 1st person mode so it looks like you are sitting in the air. Instead, would there be a way to pull the camera view lower, based on the av’s actual in world position?

    1. David Rowe Post author

      Hi! No, sorry, I’m not intending to add HUD support. The Linden Lab Rift viewer will hopefully be nearing completion, and their code will replace my interim Rift code (which had a much longer life than I originally expected!).

      It’s an interesting bug, the camera not lowering when you sit on the ground while in Riftlook. But it does lower if you sit in a chair. … When the camera is too high, the avatar seen by a third person doesn’t float in the air though, it’s at the expected position. … As a work-around, you can briefly toggle out and back into Riftlook, and your camera will then be at the correct height. Thanks very much for letting me know about this bug.

      1. Melancholy Lemon

        What to do with anims is a really difficult (and interesting) question, I think.

        I often hang out in SL clubs (where DJs live stream music) – and typically when you’re in an SL club you head over onto the dance floor and activate a dance anim. I’ve thought about this and I’m not sure there’s really any sensible way to make this into an imersive VR experience. In some ways riftlook seems wrong in not doing so – but having the camera follow the head would I’m sure be incredibly nausiating in that scenario.

        mel

        1. Melancholy Lemon

          (Of course, if I could dance with full body mocap and have that animate my avie – that might be a whole different ballgame – but of course there’s no way to do that in SL right now.)

        2. David Rowe Post author

          Yes, having the camera follow the avatar head rather than your physical head’s movements is not good. A good alternative is to “meathook” your avatar, though it reportedly looks gruesome from an observer’s point of view. … See slides 56 – 65 of: http://static.oculus.com/connect/slides/OculusConnect_Developing_VR_Experiences_with_the_Oculus_Rift.pdf

          Full body mocap is something High Fidelity is geared up for, and who knows what Second Life 2 might provide.

  3. EleanorJean

    I am not using Oculus but want to use this viewer based on a friend’s recommendation. Can I download the current version and use without the rift?

  4. Melancholy Lemon

    Hi David. This is my first time trying SL on a Rift (DK2) and first off I’d like to thank you for the great work you’ve done here! I have a question, though.

    It seems to me that the camera in riftlook is too high, at least for me (my avie is shorter than average). I did the experiment of camming around and noting where my eye level was on a nearby object and sure enough, in mouselook I see exactly the part of the object I would expect to in front of my eyes; in riftlook I suddenly get taller.

    Does the viewer set the riftlook camera height based on the SL avie or based on the height I enter into the OculusConfig tool?

    Regards

    mel

    1. David Rowe Post author

      High Mel. The Rift viewpoint should be the same height as your avatar’s eyes, the same as mouselook. I’ve just checked with my avatar which is also shorter than normal and it seems fine.

      Note that with a DK2 with an IR camera, if you enter Riftlook then pick up your Rift from your desk to put on your head it is likely that your view will become elevated because the IR camera will see the Rift moving upward. To reset your view / zero your sensors press Ctrl+Spacebar and this will reposition the camera at your avatar’s eyes.

      1. Melancholy Lemon

        Hmm, thanks David, that’s a good point. I didn’t think about the effect of the positional sensor.

        I am in the habit of resetting when donning the rift anyway, to get orientation right, but I didn’t think to reset when investigating why I seemed to be too tall – I’ll see if it’s repeatable.

        mel

    1. David Rowe Post author

      This message is displayed if the viewer can’t find a Rift connected to your PC.. Check your Rift’s connections, and also check that you’re using the latest Oculus Runtime and that the firmware in your DK2 is up to date (you can check using the Oculus Configuration Utility installed as part of the runtime).

      1. cristian

        Ehehe OBVIOUSLY the DK2 is connected , and working ( The Second Life Oculus beta works) and all the apps. Only Ctraltstudio not working.
        any suggestion?

        1. David Rowe Post author

          Make sure that you have your Rift configured to extend the desktop. The CtrlAltStudio Viewer doesn’t work in direct mode.

  5. Paul Emery / Casias Falta

    Using 1.2.2.441224 If I look down with the rift and then move with the forward arrow key my avatar seems to skip (bounce up and down) rather the my normal sophisticated stroll. I though maybe was because my ava shape was giant but reducing height did not make any difference. ??

    1. David Rowe Post author

      Hi Paul. Hmmmm, this seems to ring a bell but I can’t remember the details. I don’t have access to a Rift until the start of the new year but I’ll check it out then.

    2. David Rowe Post author

      Sorry, I can’t reproduce this. It could perhaps be something to do with an animation override if you’re using one.

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  7. Anon

    Same here. New 970 today, downloaded this version, and it just flickers and freezes when in 3D Rift mode.

    1. David Rowe Post author

      See my reply to Estelle … could you please have a look in your program log and report what GPU your graphics card is being recognized as? Thanks!

  8. Estelle Pienaar

    Unfortunately this version (and also the previous one) is not working for me. I got an Nvidia GTX970 now. I only get a flickering image, as if the viewer would try to run in stereoscopic mode. I tried everything (switching to stereoscopic mode and back, starting in full screen mode, ticking and unticking all the boxes), but the only thing that I will get is a flickering scene.

    1. David Rowe Post author

      That’s not good! Could you please have a look in your program log file for a line such as the following example from one of my PCs, which tells what GPU your graphics card is being recognized as?

      LLFeatureManager::parseGPUTable: GPU ‘Intel Intel(R) HD Graphics 4000’ recognized as ‘Intel HD Graphics 4000’

      You’ll find your program log in C:\Users\\AppData\Roaming\CtrlAltStudio Viewer\logs

      1. Estelle Pienaar

        Sorry for the delay in responding. If this helps: The new 970gtx Nvidia never appeared in the official GPU tables. Since recently the GPU tables were replaced by “Project Benchmark” and since then the LL viewer correctly recognises the Nvidia 970x. Before that, I always had to manually change the GPU table. Ok now the log file – I hope this helps!

        2014-12-13T22:56:12Z INFO: newview/llfeaturemanager.cpp(342) : LLFeatureManager::parseFeatureTable: Attempting to parse feature table from C:\Program Files (x86)\CtrlAltStudio-Viewer-Alpha\featuretable.txt
        2014-12-13T22:56:12Z INFO: newview/llfeaturemanager.cpp(480) : LLFeatureManager::parseGPUTable: Attempting to parse GPU table from C:\Users\…\AppData\Roaming\CtrlAltStudio Viewer\user_settings\gpu_table.4.6.5.txt
        2014-12-13T22:56:12Z INFO: newview/llfeaturemanager.cpp(610) : LLFeatureManager::parseGPUTable: GPU ‘NVIDIA Corporation GeForce GTX 970/PCIe/SSE2’ recognized as ‘NVIDIA GTX 97x’
        2014-12-13T22:56:12Z INFO: newview/llfeaturemanager.cpp(933) : LLFeatureManager::applyBaseMasks: Setting GPU Class to Class4
        2014-12-13T22:56:12Z INFO: newview/llfeaturemanager.cpp(265) : LLFeatureManager::maskFeatures: Applying GPU Feature list: Class4

        1. David Rowe Post author

          H Estelle. … The entries in your log file look a bit strange.

          When I look at the gpu_table.txt installed as part of alpha 5 both in my program directory and in my user settings directory, the GTX 970 line reads as follows …
          NVIDIA GTX 97x .*NVIDIA .*GTX *97.* 5 1 0 4.4
          And this indicates that the GTX 970 should be being recognized as class 5, not class 4 as reported in your program log.

          Perhaps you need to do a clean install, or copy the gpu table from your CtrlAltStudio Viewer program directory into your user settings directory? (CtrlAltStudio Viewer still uses GPU table files at present.)

          1. Estelle Pienaar

            I did a clean install (deleted all appdata folders in users before reinstalling) and it still puts it in class 4. I am not really understanding the GPU table, but I found your entry and it is as you specified. I don’t know what’s wrong… :(

          2. David Rowe Post author

            That sounds very strange! Unfortunately I’m travelling and won’t have access to my 3D Vision capable PC until the new year to compare operation with.

            However, if you e-mail me your program log I’ll have a look to see if I can see anything else that hints at the problem.

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  10. TTech

    Ctrlaltviewer with DK2 support has been on alpha for awhile. What new features do there need to be on Oculus SDK or the viewer for a release version to be published?

    1. David Rowe Post author

      Yes, the CtrlAltStudio Viewer Rift code is pretty stable. And it’s probably progressed about as far as I will take it in anticipation that Linden Lab’s Rift code will be incorporated into third party viewers soon.

      I’ll probably update the CtrlAltStudio Viewer with the latest Firestorm code early in the new year and release it as a “release”.

  11. Bohny S

    I’m getting an error when I try to run the installer (‘Installer integrity check has failed.’) on Win8

    1. David Rowe Post author

      It sounds like your download may have only partially completed. The installer file should be 42.7MB (44,805,274 bytes), which you can see if you right-click on the file and then select “Properties” and note the “Size” value. Note: The “Size on disk” value reported will probably be a little larger, which is normal.

      Depending on your PC setup, you may have to clear your download cache in order to download a fresh copy of the full file.

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