This is on two different Win10 machines with different nVidia cards, with all the recent version of beta including 42. Sometimes I can go into the Renderer node, and toggle the Shared pin on the Renderer (TempTarget) node, or change the format type, and suddenly Info will output a valid resource and it will work. It is obviously not a flaw of this package, but rather DX11 (I am using the latest), but curious if anyone else is having this problem. Recently this has become pretty much unusable due to the Info node in the Renderer frequently returning a resource handle of -1 into the compositor node, even though the texture displays fine in a Preview node. This might also be a bug but I don't know enough yet to suggest that.
![steam vr gamma control steam vr gamma control](https://i.ytimg.com/vi/POlJyPmIAtk/maxresdefault.jpg)
The spheres can be scaled without any change to this offset which seems to indicate they are in the right place. I found this while building a mono- and stereoscopic 360 Imageviewer, while creating spheres exactly around both eyes. Splitting the Previewoutput of the Composer Node in two textures and layering them on top of each other shows the offset and makes it possible to get a perfect match by texturetransforming one of the images.Īs a temporary fix, I texturetransformed the images before composing them to the headset which seems to do the trick.
![steam vr gamma control steam vr gamma control](https://i.pinimg.com/originals/b5/b8/38/b5b838014fea17a7687ed34ad5be477a.jpg)
![steam vr gamma control steam vr gamma control](https://i.ebayimg.com/images/g/lioAAOSwqMtfDL88/s-l640.jpg)
This amount stays constant and is exactly half of the eye distance calculated by using the eyeToHead output. The final texture that gets rendered to preview ( and I think HMD ) seems to be offset in x by a small amount. It works very nicely with 3d scenes and is easy and fun to use! If you encounter bugs, then github issues instead of comments are welcome:
#Steam vr gamma control Patch
Start the patch 01_OpenVRDemo.v4p in the \girlpower folder to test the setup.Place the VVVV.OpenVR folder into vvvv's packs folder.Here is a nice set of patches from the OpenVR beginner workshop from NODE17:
#Steam vr gamma control how to
Latest version has tracker only support, read this blog post on how to set it up: using-htc-vive-trackers-without-headset Learning HMD (OpenVR DX11.Layer) renders a life-like model of a generic VR headset, helps to build a third person overview on the scene. ViveLighthouse (OpenVR DX11.Layer) renders a life-like model of the vive lighthouse tracking station. It gives a pretty good eye-hand coordination feeling when seeing the actual controller in VR. ViveController (OpenVR DX11.Layer) renders a life-like model of the vive controller. HiddenArea (OpenVR DX11.Layer Viewport) constructs the hidden area mesh to cast out unnecessary pixels. It exposes quality settings and returns the rendered texture for preview. Renderer (OpenVR DX11) Combines Camera and Compositor into one handy node that only needs a layer to be rendered. Might be merged with Poser in the future.Ĭontroller (OpenVR Split) splits a tracked controller from the TrackedDevices node into pose transformation, trackpad axis and all button states.
![steam vr gamma control steam vr gamma control](https://cdn.cloudflare.steamstatic.com/steam/apps/783070/ss_76348145f6c66eae5c62d8f25a9b52dbbab0dd75.1920x1080.jpg)
TrackedDevices (OpenVR) outputs all OpenVR events and an object oriented view on the tracked devices. It also outputs the recommended texture size and a hidden area mesh that masks out unnecessary pixels to safe shader performance.Ĭompositor (OpenVR) receives a texture handle and submits it to the HMD. Also has a pin to disable wait for OpenVR sync, but the sync needs to run a few times in startup to get the compositor up and running.Ĭamera (OpenVR) calculates vvvv conform view and projection matrices for the left/right eye. Poser (OpenVR) returns all tracking poses from the headset, lighthouse stations, trackers and controllers as transformation. additions to controller nodes by herbst.