Regarding the Oculus Rift
- crosire
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That won't work. I need to hook into the native runtime of the hardware. Keep in mind that it's unlikely for all games to use OSVR.BlueSkyKnight wrote: I don't know but, it may be easier to program for OSVR that way all the HMD will work.
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- Aelius Maximus
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crosire wrote: Like I said in other topics, I do not have the time to work on this currently. If everything pans out, there will be opportunity to continue it next month. But I cannot guarantee anything.
No worries, take your time
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- crosire
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- keem85
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Topic Author
crosire wrote: Update: Unfortunately, I'm stuck. In theory I have access to the Rift swapchain now and can render into it. But I can't test this, nor figure out how to proceed because for some reason the DK2 I have here refuses to work with the latest Oculus Rift runtime. It does work with version 0.8, but any newer version with Oculus Home does not recognize the device anymore. Problem is that the API between 0.8 and 1.X changed A LOT, so even though 0.8 is working, I can not do anything with it.
Hi Crosire
I remember having some of the same issues when I had my DK2 back in the days.. I had to remove all nVidia driver leftovers and everything, and do a clrean reinstall of the nVidia driver.. Could be what makes it not recognizable. Worth a shot!
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- Aelius Maximus
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- crosire
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I give up. Sorry. Oculus Rift support for ReShade is canceled until further notice. I might try it again at some point in the future, but for now I had enough trouble with it.
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- adi518
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- DrKaii
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crosire wrote: So, reinstalled grahpics card drivers and updated to 1.7 Rift drivers again. I then could not even start the runtime anymore, as the runtime service crashes right on startup (the computer excels all system requirements, so that's not the issue). Reinstalled the drivers 2 more times and it finally started, but again, didn't detect the Rift. First time I plug it in, the checkboxes turn green for a splitsecond, but shortly after indicate that no device was connected again. Plugging in the sensor gives a warning that it wasn't connected to a USB 3.0 port, even though it was (tried every available USB 3.0 port). So yeah, still doesn't work.
I give up. Sorry. Oculus Rift support for ReShade is canceled until further notice. I might try it again at some point in the future, but for now I had enough trouble with it.
Hey, thanks for trying, we really appreciate it. To be honest, the CV1 doesn't need it as much as the debug tool really helps with the clarity. We are really grateful for ReShade in general, you are a legend.
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- nieda113
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THX
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- Hairy Primate
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Sorry to read that Oculus Rift is a pain to work with.
My 2c - Reshade makes Elite Dangerous come alive, so was disappointed when I got VR and ..what the, where's Reshade got to?


And, last but not least, big thanks for making Reshade available. --bestows demi-god status--.
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- DrKaii
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Been a while since we heard anything. Is the CV1 implementation project now dead?
Dr. Kaii
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- crosire
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- keem85
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Topic Author

I haven't been visiting this thread for quite some time. I'm chiming in to say that ENB series for Skyrim VR also supports unmask sharpening and other tools that is also present in Reshade. ENB was released for Skyrim VR about a year ago, and after a while, I found a way of adding sharpening to it.
So question is, is it possible to see how ENB series are injecting itself in to Skyrim VR in order to make Reshade do the same? Just an idea

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