RiftyBusiness | Oculus Rift SDK 0.4.3 released | Added Support for Linux and Unity Free

24 Oct 14
Oculus Rift SDK 0.4.3 released | Added Support for Linux and Unity Free

[fullwidth backgroundcolor=”” backgroundimage=”” backgroundrepeat=”no-repeat” backgroundposition=”left top” backgroundattachment=”scroll” bordersize=”0px” bordercolor=”” borderstyle=”” paddingtop=”0px” paddingbottom=”0px” paddingleft=”0px” paddingright=”0px” menu_anchor=”” class=”” id=””][fusion_text]Oculus Rift SDK 0.4.3 was released into the wild today. Key features of this update is the support for Linux and Unity Free. This is the first time the SDK will work on Linux systems (without the need of dual booting) unfortunately developers will need to package a Linux version of their games and demos.Along with Linux support, the SDK will now support the free version of the Unity game engine. If you have any interest of developing VR applications, nows your chance to start without having to break the bank for the Pro version.[/fusion_text][separator style_type=”none” top_margin=”10″ bottom_margin=”10″ sep_color=”” icon=”” width=”” class=”” id=””][three_fifth last=”no” class=”” id=””][fusion_text]The Linux support is still experimental so it may be buggy. The Unity free support is a great addition for anyone looking to get into VR development. We are looking forward to the future SDK releases and eventual consumer release. The full list of improvements and changes are listed below. Some of our favorite improvements are:[/fusion_text][/three_fifth][two_fifth last=”yes” class=”” id=””][checklist icon=”fa-check” iconcolor=”#8224e3″ circle=”no” circlecolor=”” size=”small” class=”” id=””][li_item icon=””]Lower Latency in Direct Mode (1 Frame or 13.3ms).[/li_item][li_item icon=””]Option to Remove Health and Safety Warning Message.[/li_item][li_item icon=””]Removed “Out of Camera Range” Message.[/li_item][li_item icon=””]Performance and Stability Improvements.[/li_item][/checklist][/two_fifth][separator style_type=”shadow” top_margin=”10″ bottom_margin=”10″ sep_color=”” icon=”” width=”” class=”” id=””][title size=”2″ content_align=”left” style_type=”underline solid” sep_color=”” class=”” id=””]New Features[/title][fusion_text]Oculus SDK[/fusion_text][checklist icon=”fa-check” iconcolor=”#8224e3″ circle=”no” circlecolor=”” size=”small” class=”” id=””][li_item icon=””]Display Driver latency reduction in Direct Mode by 1 frame, resulting in 0ms Post-present.[/li_item][li_item icon=””]Updated display driver to support multi-threaded calls efficiently, this may improve performance in some scenarios.[/li_item][li_item icon=””]Added option in the Oculus Configuration Utility to Suppress the Health and Safety Warning during active development.[/li_item][li_item icon=””]Added option in the Oculus Configuration Utility to set the OVRServer logging level.[/li_item][li_item icon=””]Updated the Health and Safety Warning screen to reflect an age restriction of 13. More information can be found in the Oculus VR Best Practices Guide and in the Oculus VR Health And Safety Warnings documentation.[/li_item][li_item icon=””]Experimental Linux support (see included LINUX_README).[/li_item][li_item icon=””]Numerous stability and performance improvements.[/li_item][/checklist][separator style_type=”none” top_margin=”10″ bottom_margin=”10″ sep_color=”” icon=”” width=”” class=”” id=””][fusion_text] Unity [/fusion_text][checklist icon=”fa-check” iconcolor=”#8224e3″ circle=”no” circlecolor=”” size=”small” class=”” id=””][li_item icon=””]Added support for Unity Free in Unity 4.5.5 and up.[/li_item][li_item icon=””]Overhauled Unity C# API. Reduced performance overhead. See the migration guide for more details.[/li_item][li_item icon=””]Improved support for multi-layered rendering. Just instantiate multiple OVRCameraRigs, set Camera.depth and Camera.clearFlags for each eye, and use.[/li_item][/checklist][/fullwidth][separator style_type=”single” top_margin=”10″ bottom_margin=”20″ sep_color=”” icon=”” width=”” class=”” id=””][fullwidth backgroundcolor=”” backgroundimage=”” backgroundrepeat=”no-repeat” backgroundposition=”left top” backgroundattachment=”scroll” bordersize=”0px” bordercolor=”” borderstyle=”” paddingtop=”0px” paddingbottom=”0px” paddingleft=”0px” paddingright=”0px” menu_anchor=”” class=”” id=””][title size=”2″ content_align=”left” style_type=”underline solid” sep_color=”” class=”” id=””]Bug Fixes[/title][fusion_text]Oculus SDK[/fusion_text][checklist icon=”fa-check” iconcolor=”#8224e3″ circle=”no” circlecolor=”” size=”small” class=”” id=””][li_item icon=””]Fixes in Vsync direct mode tearing.[/li_item][li_item icon=””]Fixed a bug in the D3D10/11 rendering path that was causing the overall brightness of the visuals to change on some systems.[/li_item][li_item icon=””]Improved OpenGL state management through contexts.[/li_item][/checklist][separator style_type=”none” top_margin=”10″ bottom_margin=”10″ sep_color=”” icon=”” width=”” class=”” id=””][fusion_text] Unity [/fusion_text][checklist icon=”fa-check” iconcolor=”#8224e3″ circle=”no” circlecolor=”” size=”small” class=”” id=””][li_item icon=””]Fixed a source of jitter in TimeWarp timing that resulted in shaky images.[/li_item][li_item icon=””]Removed problematic “out of camera range” message. Will be replaced by an optional camera bounds visualization in a future release.[/li_item][li_item icon=””]In the editor, Game view rendering no longer targets the wrong view.[/li_item][/checklist][/fullwidth][separator style_type=”single” top_margin=”10″ bottom_margin=”20″ sep_color=”” icon=”” width=”” class=”” id=””][fullwidth backgroundcolor=”” backgroundimage=”” backgroundrepeat=”no-repeat” backgroundposition=”left top” backgroundattachment=”scroll” bordersize=”0px” bordercolor=”” borderstyle=”” paddingtop=”0px” paddingbottom=”0px” paddingleft=”0px” paddingright=”0px” menu_anchor=”” class=”” id=””][title size=”2″ content_align=”left” style_type=”underline solid” sep_color=”” class=”” id=””]Known Issues[/title][fusion_text]Oculus SDK[/fusion_text][checklist icon=”fa-check” iconcolor=”#8224e3″ circle=”no” circlecolor=”” size=”small” class=”” id=””][li_item icon=””]While Pixel Luminance Overdrive fixes the majority of ghosting artifacts, it does not currently account for the “black smear” artifacts that are visible in very dark regions of the visuals. This will be addressed in upcoming releases with better tuned look-up-tables.[/li_item][li_item icon=””]In order to reduce head tracking latency and make sure the CPU and GPU frame processing overlap as much as possible, there are currently 2 major CPU/GPU synchronization points in the SDK rendering path. This can cause performance problems for applications that tend to do a good deal of CPU processing or buffering of many draw calls at the start of a new frame by introducing GPU “bubbles” into the command buffers.[/li_item][li_item icon=””]The Mac version of the Oculus Configuration Utility may get stuck in an upgrade loop during a Firmware update. The workaround is to let the update complete and then power cycle the DK2.[/li_item][/checklist][separator style_type=”none” top_margin=”10″ bottom_margin=”10″ sep_color=”” icon=”” width=”” class=”” id=””][fusion_text] Unity [/fusion_text][checklist icon=”fa-check” iconcolor=”#8224e3″ circle=”no” circlecolor=”” size=”small” class=”” id=””][li_item icon=””]D3D11 in extended mode is unsupported for this release. This configuration will typically appear to judder due to being capped at the 60hz refresh of your primary monitor.[/li_item][li_item icon=””]Forcing Unity to use OpenGL on Windows is unsupported for this release. This configuration is currently unstable and may encounter crashes.[/li_item][/checklist][/fullwidth][separator style_type=”single” top_margin=”10″ bottom_margin=”10″ sep_color=”” icon=”” width=”” class=”” id=””][fusion_text]Source: OculusVR[/fusion_text]

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