Release Notes 1.1.0.34244 Alpha

This release enables you to have a look around in Second Life and OpenSim with your Oculus Rift headset, but it doesn’t provide any UI.

Downloads:

If you have previous version of the CtrlAltStudio Viewer installed it is recommended that you do a clean install.

Setup and usage:

  • PC configured to have the Rift display duplicate the PC display.
  • Viewer configured for Oculus Rift output — Preferences > Graphics > Display Output.
  • Viewer configured to run full screen — Preferences > Graphics > General.
  • Basic Shaders or better turned on (Advanced Lighting Model recommended) — Preferences > Graphics > General.
  • Also recommended is turning Antialiasing on (requires Advanced Lighting Model) — Preferences > Graphics > Hardware Settings.
  • A viewer restart is required after changing Display Output and Full Screen settings.
  • Toggle into “Riftlook” mode by clicking on the “3D” toolbar button or typing Ctrl-Alt-3.
  • Move your head to look around. Use the arrow or WASD keys to move about. “Forwards” is the direction your Rift was pointing when you toggled into Riftlook.
  • Exit from Riftlook mode by pressing Esc or typing Ctrl-Alt-3.

Changes this version:

  • Added “Oculus Rift” as a display output type.
  • Added Ctrl+Alt+3 shortcut key combination for toggling 3D (stereoscopic and Rift) on/off.
  • Added a “Riftlook” display mode based on mouselook mode without region information at top of screen and without crosshairs in the centre of the screen.
  • Changed keyboard control in Riftlook mode to use third person keyboard controls, i.e., left/right arrows rotate view instead of strafing left/right. This makes sense for using the Rift while seated.
  • Added Oculus Rift SDK 0.2.3 library and Rift initialization.
  • Added Rift sensor control of display and avatar look-at for delta yaw, pitch, and roll. Zero yaw is per Rift orientation when entering Riftlook mode.
  • Added side-by-side rendering of distorted images required by the Rift for display.
  • Enabled Rift sensor prediction.

Known limitations:

  • The Rift distortion does is not applied with some graphics drivers; instead of the expected curved barrel images, straight rectangular images are displayed. A fix for this is available now if you contact me and will be included in the next release.
  • Lighting is not always consistent between eyes.
  • Flickering objects at the edge of the screen.

Based on Firestorm 4.4.2 code and built using the Oculus Rift SDK 0.2.3. Many thanks to the Firestorm team for providing their codebase.

Disclaimer: This software is not provided or supported by Linden Lab, the makers of Second Life.

 

The General Generic Disclaimer: THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.