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authorBrad Davis <[email protected]>2014-07-24 16:47:31 -0700
committerBrad Davis <[email protected]>2014-07-24 16:47:31 -0700
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+Oculus SDK 0.4.0 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
+"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.
+
+
+New SDK Features
+----------------
+
+* Added DK2 Positional Tracking support.
+
+* Introduced Oculus Runtime that is installed separately from the SDK.
+ Runtime package includes the Oculus Config Utility, service and drivers.
+
+* 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 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".
+
+* Switched to asymmetric frusta to improve pixel density.
+
+* Fixed issues with viewport management, deferred rendering, and linear lighting.
+
+
+
+
+Troubleshooting
+---------------
+
+The most likely issues you may experience with DK2 is scene Judder and Vsync tearing.
+Here we describe these issues and provide advice on addressing them.
+
+* Scene Judder - The whole view jitters as you look around, producing a strobing
+ back-and-forth effect. This effect is the result of skipping frames (or Vsync)
+ on a low-persistence display, it will usually be noticeable on DK2 when frame rate
+ falls below 75 FPS. This is often the result of insufficient GPU performance or
+ attempting to render too complex of a scene. Optimizing the engine or scene content
+ should help.
+
+ We expect the situation to improve in this area as we introduce asynchronous
+ timewarp and other optimizations over the next few months.
+ If you experience this on DK2 with multiple monitors attached, please try
+ disabling one monitor to see if the problem goes away.
+
+* VSync tear - A vertical tear line appears in one of the eyes of the display.
+ This is the result of vsync timing being done incorrectly in either our display
+ driver or Windows composition. Disabling one of the monitors, disabling windows
+ composition, or switching the Oculus driver mode may help. We are working on
+ resolving vsync issue across in future releases.
+
+
+
+0.4.0 Rev 1 Known Issues - LibOVR and Display Driver
+----------------------------------------------------
+
+* Monitors in multiple display configurations will blink when activating the Rift.
+
+* Intel hardware as a single GPU configuration is generally too slow to run
+ VR scenes with DK2. The most obvious effect will be judder.
+
+* Using duplicated displays in Windows will lead to display driver restart
+ when activating the Rift. The work around is use to use Extend Desktop mode.
+
+* Nvidia Optimus GPU configurations are not universally supported.
+ Some Windows 7 and 8 configurations were tested successfully.
+ Windows 8.1 is more likely to have issues.
+
+* Use of both DK1 and DK2 at the same time is not supported.
+
+* DK2 display may fail to work if plugged in after DK1 was unplugged and used in
+ 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.
+
+* On some Radeon graphics cards, multisampling may cause scene judder.
+ The work wound is to turn-off multi-sampling for the back buffer.
+
+* Updates on another monitor may interfere with vsync timing on the Rift and this can
+ manifest as visible tearing in the Rift. This can be eliminated in Windows 7 by
+ disabling Windows composition.
+
+* Locking the screen in Windows will cause Oculus Rift applications to lose tracking.
+
+* It is necessary to restart the Config Util after updating the Headset firmware.
+
+* Camera bound menu option is shown in Config Util Demo Scene for DK1. It has no
+ effect when a DK1 is connected.
+
+* Sample renderer doesn't and OWD sample does not honor Multisampling
+ setting in OpenGL.
+
+
+Known Issues - Unity
+--------------------
+
+* 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.
+
+* OpenGL in Direct mode is not functional in Unity.
+
+
+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.
+
+
+
+
+
+