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1 files changed, 130 insertions, 130 deletions
diff --git a/Release_Notes.txt b/Release_Notes.txt index 5a92e04..d436865 100755..100644 --- a/Release_Notes.txt +++ b/Release_Notes.txt @@ -1,130 +1,130 @@ -Oculus SDK 0.4.2 Release Notes - Runtime Rev 1
-----------------------------------------------
-
-After installing the SDK, update the Oculus DK2 firmware
-to the most recent version, 2.12. 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.
-
-
-New SDK Features
-----------------
-
-* Added OVRServiceLauncher Windows service, resolving the issue with the service not
- launching automatically on some systems.
-
-* Added a new chroma setting for minimum eye relief, improving chromatic aberration
- correction when configured through the Oculus Configuration Utility.
-
-* Added “Riftsaver” mode, which turns off Rift display in direct mode if the headset is not in use.
-
-* Adding App rendered support for DK2 latency testing in CAPI and OculusRoomTiny.
-
-
-
-Bug Fixes since 0.4.1
----------------------
-
-* Removed ATL references from the LibOVR Win32 Display code.
-* Fixed full core utilization of Oculus Configuration Utility when in Desktop mode.
-* Fixed the lag in Oculus Configuration Utility when the service is stopped.
-* Miscellaneous improvements to the Oculus Runtime Service (now called OVRServer)
-
-Unity
-* Fixed crashes and corruption when using 64-bit client with 32-bit service.
-* Fixed NullReferenceExceptions due to script initialization order.
-* Fixed race conditions in TimeWarp responsible for camera stutter.
-
-
-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.
-
-
-
-0.4.2 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.
-
-* 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.
-
-* 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.
-
-* 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.
- 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 sometimes does not Vsync correctly.
-
+Oculus SDK 0.4.3 Release Notes - Runtime Rev 1 +---------------------------------------------- + +After installing the SDK, update the Oculus DK2 firmware +to the most recent version, 2.12. 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. + + +New SDK Features +---------------- + +* Display Driver latency reduction in Direct Mode by 1 frame, resulting in 0ms Post-present. + +* Updated display driver to support multi-threaded calls efficiently, this may improve performance in some scenarios. + +* New thread-safe function ovrHmd_GetEyePoses() in OVR_CAPI makes it easier for the + application to query the two eye (camera) poses by internalizing the HMD-to-eye-offset + calculations among other benefits. The ovrHmd_GetEyePose() function is being deprecated. + +* Added Pixel Luminance Overdrive support to the OVR_CAPI OpenGL rendering back-end to + remove various 2-frame-rise (ghosting) artifacts. This feature is tied to the + ovrDistortionCap_Overdrive flag in OVR_CAPI. This effect can be toggled + OculusWorldDemo’s option menu. + +* Added option to re-center starting head position across all applications. + This is tied to a specific device and serial number and will be shared + across profiles on the same system. + +* Added option in the Oculus Configuration Utility to Suppress the Health and Safety Warning + during active development. Please see section 7.2 of the Oculus Developer Guide for more + information. + +* Added option in the Oculus Configuration Utility to set the OVRServer logging level. + +* Added pop-up error messages when the Rift can't be activated in Direct Display mode. + +* 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. + +Unity +* Overhauled C# API. Reduced performance overhead. See the migration guide for more details. + +* Improved support for multi-layered rendering. Just instantiate multiple OVRCameraRigs, set Camera.depth and Camera.clearFlags for each eye, and use. + +* Added support for Unity Free in Unity 4.5.5 and up. + +* Added support for Unity 5 internal beta. + +* Improved performance on all platforms. + + + +Bug Fixes since 0.4.2 +--------------------- + +* OculusWorldDemo now showcases MSAA the proper way for both D3D10/11 and OpenGL by resolving the multi-sampled buffer before feeding it into the ovrHmd_EndFrame() function. +* Improved OpenGL state management through contexts +* Fixes in Vsync direct mode tearing +* Fixed a bug in the D3D10/11 rendering path that was causing the overall brightness of the visuals to change on some systems. +* Fix LibOVR build on OSX Yosemite + +Unity +* Fixed a source of jitter in TimeWarp timing that resulted in shaky images. +* Removed problematic "out of camera range" message. Will be replaced by an optional camera bounds visualization in a future release. +* In the editor, Game view rendering no longer targets the wrong view. +* In the editor, Game view rendering no longer breaks when you resize the window or view. + + +Troubleshooting +--------------- + +The most likely issues you may experience with DK2 are 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. + + +0.4.3 Rev 1 Known Issues - LibOVR and Display Driver +---------------------------------------------------- + +* Monitors in multiple display configurations will blink when activating the Rift. + +* Current SDK rendering path includes two GPU/CPU sync points to reduce latency. + As may reduce performance due to GPU under-utilization and draw call buffering; + we are looking into addressing this in the future. + +* The ovrDistortionCap_sRGB flag affects the rendering + path in slightly different ways for D3D10/11 and OpenGL, but the differences + should not be exposed to the app developer. + We will be looking at unifying this path for better visual fidelity. + +* Intel hardware as a single GPU configuration is generally too slow to run + VR scenes with DK2. The most obvious effect will be judder. + +* 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. + +* On some Radeon graphics cards, multisampling may cause scene judder. + The work around is to turn-off multi-sampling for the back buffer. + +* 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. + +* Editor Game view does not yet directly render to the Rift. + +* 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. + +* Forcing Unity to use OpenGL on Windows is unsupported for this release. This configuration is currently unstable and may encounter crashes. + |