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Oculus SDK for Windows 1.17 Released (August 11th 2017)
Overview of Release 1.17
The Oculus PC SDK lets you build VR experiences for the Oculus Rift in C++. For more information, see our PC SDK Developer Guide.
Note that Oculus PC SDK 1.17.0 introduces a breaking API change - see New Features for more information.
the Oculus PC SDK, prior to version 1.17, eye poses only had three
degrees-of-freedom (DOF), i.e. only translation. Eye poses were
specified in the
HmdToEyeOffset vector provided by the
ovr_GetRenderDesc function. Starting with version 1.17,
HmdToEyeOffset has been renamed to
HmdToEyePose using the type
ovrPosef which contains a
effectively giving eye poses six degrees-of-freedom. This means that
each eye’s render frustum can now be rotated away from the HMD’s
orientation, in addition to being translated by the SDK. Because of
this, the eye frustums’ axes are no longer guaranteed to be parallel to
each other or to the HMD’s orientation axes. This generalization
provides greater freedom to the SDK in defining the HMD geometry. But it
also means that, as a VR app developer, you need to be more careful
about your previous assumptions, especially when it comes to rendering.
- Promoted data member
HmdToEyeOffset, which was previously found in the structs
ovrPosef and renamed the data member to
HmdToEyePose in both occurrences.
this API change does not affect VR apps compiled against PC-SDK
versions prior to 1.17, VR apps that are upgraded to 1.17 or later will
need to update any usages of
HmdToEyePose is used in the following functions:
- For more info about this and related pointers, refer to the PC-SDK documentation section “Working with HMD Eye Poses”.
Known SDK Issues
a mixed reality capture application will corrupt the camera pose when
using a static camera. As a temporary workaround, attach a VR Object to
your camera (e.g., by using a third Touch), and it will recenter
- If you encounter intermittent tracking issues, remove
the batteries from any Engineering Sample Oculus Remotes that you paired
with your headset and contact Developer Relations for replacement
- If you bypass the shim and communicate with the DLL
directly, without specifying a version to ovr_Initialize, the DLL has no
way of knowing the SDK version with which the application was built.
This can result in unpredictable or erratic behavior which might cause
the application to crash.
- If you are running your application
from the Unity Editor and you press the controller's home button to
return to Oculus Home, you will be prompted to close the application. If
you select OK, Unity might remain in a state where it is running, but
will never get focus. To work around this, restart Unity.
Download it here: https://developer.oculus.com/downloads/package/oculus-sdk-for-windows/