diff options
author | Brad Davis <[email protected]> | 2014-08-11 21:18:59 -0700 |
---|---|---|
committer | Brad Davis <[email protected]> | 2014-08-11 21:18:59 -0700 |
commit | 04a03e83f135fbfccbc960b13e05729490ccd375 (patch) | |
tree | 7878b192a3fd24eb69f54744dc17f44f53b0ac1a /Release_Notes.txt | |
parent | 0f49ce8fc6aa54224e4c0d6fda8c4527ad39cce1 (diff) |
Adding 0.4.1 windows files
Diffstat (limited to 'Release_Notes.txt')
-rw-r--r-- | Release_Notes.txt | 115 |
1 files changed, 31 insertions, 84 deletions
diff --git a/Release_Notes.txt b/Release_Notes.txt index 232f50a..b18924e 100644 --- a/Release_Notes.txt +++ b/Release_Notes.txt @@ -1,8 +1,8 @@ -Oculus SDK 0.4.0 Release Notes - Runtime Rev 1
+Oculus SDK 0.4.1 Release Notes - Runtime Rev 1
----------------------------------------------
After installing the SDK, update the Oculus DK2 firmware
-to the most recent version 2.11. Firmware update dialog can be found under
+to the most recent version, 2.11. The Firmware update dialog can be found under
"Tools / Advanced / Update Firmware..." menu of the Oculus Configuration
Utility. If you experience any issues, please refer to the Troubleshooting
and Known Issues sections below.
@@ -11,82 +11,33 @@ and Known Issues sections below. New SDK Features
----------------
-* Added DK2 Positional Tracking support.
+* Added �Pause Service...� option to the Configuration Utility, which temporarily
+ releases DK2 sensor, allowing 0.3.x SDK applications to run.
-* Introduced Oculus Runtime that is installed separately from the SDK.
- Runtime package includes the Oculus Config Utility, service and drivers.
+* Added Mac OS support. Mac does not currently include a display driver, so it
+ always works in Extend Desktop mode.
-* Oculus SDK now relies on OVRService resident process that communicates
- to hardware, handling tracking and sensor fusion. The service allows
- multiple processes to access headset tracking data simultaneously.
+* Added ovr_InitializeRenderingShim function that can be used to hook rendering,
+ needed for Direct to HMD Mode, without spinning up the rest of LibOVR.
-* Added Health and Safety Warning screen that should be displayed on application
- startup. SDK Rendering mode automatically displays the screen, providing APIs
- to dismiss it. In Application Rendering mode, developers are responsible for
- implementing their own warning based on Oculus bitmap.
-
-* Added ovrHmd_GetHSWDisplayState and ovrHmd_DismissHSWDisplay APIs for
- controlling rendering and timing of the safety warning.
-
-* Introduced Oculus Display Driver under Windows that routes rendering output
- directly to the Rift. Driver settings can be changed in the Oculus Config Utility.
-
-* Added the ovrHmdCap_ExtendDesktop flag that indicates that headset is operating
- in extend desktop (backwards compatible) mode. If this flag is set, Oculus
- display driver is disabled.
-
-* Added ovrHmd_AttachToWindow function used to direct window swap chain output
- to the Rift through the display driver.
-
-* Added ovrHmdCap_NoMirrorToWindow option, which disabled mirroring of headset output
- to a window (enabled by default). Disabling mirroring improves performance.
-
-* Added display luminance overdrive option that reduces screen ghosting effect on DK2.
- This is implemented as an extra pass in SDK Rendered mode, enabled by the ovrDistortionCap_Overdrive flag.
-
-* Added CameraPose and LeveledCameraPose data to ovrTrackingState, allowing
- users to identify location of the external camera. This data can be used to
- detect when players approach the edge of the tracking volume.
-
-* Added ovrHmd_RecenterPose function, used to re-initialize positional tracking
- origin based on the current location.
-
-* Added RawSensorData to ovrTrackingState, giving access to the raw IMU and
- magnetometer readings.
-
-
-API Changes
------------
-* Various "Sensor" functions and structures were renamed to "Tracking"
- equivalents. For example, ovrSensorState is now ovrTrackingState,
- returned by ovrHmd_GetTrackingState.
-
-* ovrHmd is now a pointer to ovrHmdDesc, with relevant members being
- accessible directly. ovrHmd_GetHmdDesc function was removed.
-
-* ovrHmd_StartSensor and ovrHmd_StopSensor functions were removed; please
- use ovrHmd_ConfigureTracking instead.
-
-* ovrHmd_BeginEyeRender and ovrHmd_EndEyeRender have been removed;
- texture data is for both eyes is now passed in ovrHmd_EndFrame.
-
-* Please refer to the Oculus Developer Guide Appendix A for further details.
-
-
-Unity Integration Changes
--------------------------
-* Exposed all CAPI functionality through OVRHmd.cs wrapper.
-
-* Added TimeWarp to minimize latency.
-* Switched to SDK distortion rendering for better quality/performance.
-* Added direct-to-Rift rendering support. Just launch "<AppName>_DirectToRift.exe".
+Bug Fixes since 0.4.0
+---------------------
-* Switched to asymmetric frusta to improve pixel density.
-
-* Fixed issues with viewport management, deferred rendering, and linear lighting.
+* Removed SSE4.1 requirement that was problematic for some older AMD CPUs.
+* Fixed OpenGL support on AMD cards in direct mode.
+* Resolved Blue Screen (BSOD) that happened starting some demos
+ with some video adapters.
+* Fixed BSOD or boot-up Black screen issued caused by interaction with Display Link.
+ Display Link still need to be uninstalled for OVR direct mode to work.
+* Improved OpenGL support in the driver shim.
+Unity
+* Fixed shadows and some Unity shaders by switching back to a symmetric
+ frustum for rendering.
+* Fixed D3D11 rendering.
+* Miscellaneous improvements in stability and timewarp precision.
@@ -116,7 +67,7 @@ Here we describe these issues and provide advice on addressing them. -0.4.0 Rev 1 Known Issues - LibOVR and Display Driver
+0.4.1 Rev 1 Known Issues - LibOVR and Display Driver
----------------------------------------------------
* Monitors in multiple display configurations will blink when activating the Rift.
@@ -137,9 +88,6 @@ Here we describe these issues and provide advice on addressing them. Direct Mode. When this happens, status LED will blink with alternating
yellow-blue pattern. The work around is to switch to Extended Desktop mode and back.
-* OpenGL is presently not functional on AMD hardware in Direct Mode.
- Extended desktop mode may be used as a work-around.
-
* Open GL rendering can have vsync tear with Nvidida cards in Extended Desktop mode.
Try direct Display Mode.
@@ -160,15 +108,21 @@ Here we describe these issues and provide advice on addressing them. * Sample renderer doesn't and OWD sample does not honor Multisampling
setting in OpenGL.
+* The runtime installer does not support downgrading to previous versions
+ of the installer. If you need to go back to a previous version, first
+ uninstall the current version and then install the previous one.
+
Known Issues - Unity
--------------------
+* Unity app latency on Mac is higher than in C++ OWD resulting in slightly swimmy display.
+
* Direct Mode Unity apps may judder on multi-monitor configurations.
Please try disconnecting one monitor as a work-around.
-* Unity applications built with DX11 support may crash at exit or on startup
- the first time they are run. Use DX9 where possible.
+* Unity applications built with DX11 support may crash at exit.
+ Use DX9 where possible.
* OpenGL in Direct mode is not functional in Unity.
@@ -178,12 +132,5 @@ Known Issues - UE4 * UE4: OpenGL is not supported on Windows in current release.
-* UE4: Direct Mode may have significantly lower framerate than Extended Mode.
-
* UE4: Direct Mode sometimes does not Vsync correctly.
-
-
-
-
-
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