BelmontArchitect

Virtual Reality on Oculus Rift - Almost Works

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I am running X12 with Oculus Rift and Steam VR

 

When I "Toggle Virtual Reality", the camera view on my PC does show the dual image, and head tracking works.  Unfortunately, nothing shows up on my Oculus Headset.

 

Is it a graphics card issue ?  I have the Radeon RX 480 graphics card with the latest driver.

 

Thanks

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Hi! I am fairly confident that your problem isn't related to the graphics card. The 480 should be just fine. Often times when Chief is working fine but the headset isn't working as expected, it usually has to do with setup. Due to the way that VR is implemented in Chief, you will need to make sure you have both the Oculus software and Steam. Make sure that VR setup is run in both and your room limits are set (which is done in setup). Have a look at the section "Install Steam and SteamVR" in our article Requirements for Virtual Reality in Chief Architect. Let me know if this works for you or not and we can see what else it could be. Sorry for the troubles. Have a good day.

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Hi Shawn, I've started up Steam VR and Oculus in multiple combinations.  Oculus first and then Steam VR.  Steam VR first which starts up Oculus, etc.  I've also setup the room limits via Guardian as well.  My Steam VR home and other apps shows up fine, but as soon as I enable VR on Chief Architect, my viewport goes blank.  But it's so close to working since I can see it on my monitor and I can use the controllers to teleport to different locations in my house.

 

Thanks.

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Seems I am having similar problems.  I get "No Virtual Reality Headset Connected", but I do have it connected and it is working with the free Oculus tutorial stuff.  I have also tried starting the Oculus and Steam softwares in various combinations.

 

Chief V12.  GeoForce RTX 2060 SUPER/PCIe/SSE2

Virtual Reality Headset Not Connected.jpg

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I think your issue is different.  Your VR Status shows "No Virtual Reality Headset Connected".  On mine it shows "Running" (see image below) ...

Chief_Architect_X12_VR.png

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Turns out my issue was having Steam, but not the Steam VR app as well.  Working now.

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On 8/14/2020 at 11:37 AM, BelmontArchitect said:

Nice.  Unfortunately, it's still an issue for me. Thx.

@BelmontArchitect, did you get your Rift to work? I'm having a similar problem with a Quest headset. The Quest is not officially supported but it's not listed as incompatible either. Thanks.

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Hi @nematode, unfortunately my rift setup never worked for me.  I did pre-order the Quest 2, but not sure if the quest series is supported.

 

Hi @ShawnCannata, do you know if Quest 1 is supported ?  I guess we'll have to find out about Quest 2 once it comes out.  Support for the Quest series would be a game changer because of the price point.

 

Thanks, 

 

-- John

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@BelmontArchitect  @nematodeWe do not officially support the Quest. Now this is me speaking personally: I believe it should work just fine if you connect it with the link cable. This should be true for the Quest 2 as well. I haven't gotten my hands on them yet, but as long as it is connected to the PC, it should work.

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Thanks, Shawn.

 

I guess supporting the Quest natively (untethered) would require a complete rewrite.  Unless someone comes out with a viewer on the Quest that can render DWG or DXF models.  Or if Chief Architect comes out with a viewer that can render .plan files.

 

This is for the Go and doesn't seem to accept model files, but something like this on the Quest would be good.

https://www.oculus.com/experiences/go/1032865413439300/?locale=en_US

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11 minutes ago, BelmontArchitect said:

I guess supporting the Quest natively (untethered) would require a complete rewrite.  Unless someone comes out with a viewer on the Quest that can render DWG or DXF models.

That is all correct. We always listen to what people suggest, want, and need to be successful, so I will take along with me your thoughts. Thank you!

 

This isn't exactly what you are looking for with the Oculus, but we do have an alternative right now with our Mobile 3D Viewer which allows you to view the plan with VR in camera locations and in AR. And not to be biased but the AR in that is sick. I didn't do it, but I love it.

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Data point: I managed to get a Quest to work with a PC running CA 12 via a Link cable. But the result was way too choppy to use. I'm running a new laptop with an i7-10th gen, 16gb RAM, NVidia Geforce GTX 1650 (and Intel UHD integrated card). The PC passed the SteamVR performance test, landing right on the yellow-green border between "capable" and "recommended." The PC also meets or exceeds min requirements for both AC and for Oculus Quest and Rift S. I made sure to install all Windows updates, to update the graphics drivers and to tweak settings so the GTX was doing the heavy lifting with anything VR related. I wasn't using an Oculus brand cable but I tried two new cables that both came well recommended. Oh, and I shut off all the lighting/shadowing/reflection options in CA.

 

Any advice?

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I have now tested this with a desktop and I'm still getting jittery / choppy / shaky motion (PCVR: Intel Core i7-9700K/1TB SSD/16GB RAM/RTX 2060/Win 10; Oculus Quest 2 via datalink cable). I see others have had this problem as well. Is it possible to achieve smooth motion with CA's VR? If so, it would be helpful to know under what conditions smooth motion was achieved (ie CA version, OS version, CPU, GPU, RAM and brand/model of headset). FWIW, the jittery motion was less bad with the 2060 vs the 1650 but still too pronounced to use.

 

Thanks.

 

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@nematode   i am having the a similar issue on my quest 2 with it being choppy/jittery.  granted, my gpu and cpu are not up to your specs, but i am able to enter the CA vr environment.  i am not, however, able to teleport.  i would love to hear if anyone has any breakthroughs on this issue.

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@Design20 Thanks for the input. Teleporting has never been a problem for me using the thumbstick on the Q1 or Q2. It's true that the 2060 is more powerful but both our GPUs meet min specs for this application as far as I know which is why it would be helpful to hear from anyone who has achieved fluid motion to compare notes and do some troubleshooting.

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