» Oculus Rift DK2
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Oculus Rift DK2



These nodes might be outdated, use VVVV.OpenVR for VR related projects.

Oculus Rift Plugin, extended desktop vvvv rendering only, NO DIRECTMODE, no timewarp, but uses correct distortion parameters via meshes and generally works. Might work for DK1.

Probably only works with Oculus version 0.4.4.

Works better in 64bit than 32.

Make Oculus Renderer the main Display with 75Hz and Output is smooth.

If Rift is secondary display you can try setting your main display to 75Hz. But still they are not synced so experience is not as good.

Based on OculusWrap a very nice .NET Wrapper for the Oculus Rift SDK:https://oculuswrap.codeplex.com/


24.04.15 [16:46 UTC] by tomeic | 986 downloads
First release, please test...

vjc4 30/04/2015 - 19:10

Dude just thank you!
I'm here at node an this is the reason why I'm getting a DK2!
Funny thing,,, on my Asus G51J with a GTX260 I cant get the deom patch working, or any other unity demo
but the VVVV works just fine!

mediadog 01/05/2015 - 04:22

Wow, this looks really great. I'll give it a run this weekend. Thanks!

mediadog 03/05/2015 - 01:07

Awesome - works perfect. 33.7_x86 0.4.4 Win7 GTX870M. Note in my case to set the DK2 extended display to 75Hz, I had to go to Screen Resolution -> Advanced Settings -> Adapter -> List All Modes -> 1920 by 1080, True Color (32 bit), 75 Hertz.

Running your help patch I get a rock-solid 75fps and perfectly smooth low-latency tracking, even with the DK2 display as the secondary. Thanks a ton!

MartinUI 03/05/2015 - 11:53

I love you @tomeic !!! works perfectly on my DK2

metrowave 03/05/2015 - 12:13

Awesome workshop, and thanks you very much for this...

artifak 06/05/2015 - 08:12

owww amazing

vjc4 07/05/2015 - 17:56

It was a amazing workshops
I would like to share this with you guys, I can;t take the credit for this, credit goes to oculuswrap and to microdee


I just build a render scene with the cones of where is the oculus on space
another render to see on the main screen what we are doing with the oculus
and i took microdee leep pack to get leapmotion inside oculus, and this is ffuuukjkkkdsfdsfjlnasfjn3lfj!!FMWEFA$!!!

next step, to get the rigth data from leapmotion in coreletion with the oculus data so we can use hand skeleton in reletaion with the head position, i hope someone clever than me can help with the transformation side

vjc4 07/05/2015 - 18:05

only on .64 !!

mrboni 06/08/2015 - 14:46

Is the source for this available?

isdzaurov 01/09/2015 - 22:13

Hi tomeic
I use Oculus rift DK2 and sdk and it's good work!
Thank you vvvvery much!)))

UWG 03/06/2016 - 10:33

Good Morning,
I have a question regarding the Oculus patch I found on this link


It works perfectly.

I have to create a Journey in my Oculus experience, so I need to move my camera in different positions in Space.

In the patch the point of view of Oculus it seems Fixed, I can watch around in the 3d environment only from the same point of view and I 'm not able to move it.

Could you please help me to find a solution?

Thank you


tonfilm 03/06/2016 - 13:32


use * (Transform) to apply additional view transformations to the eye transformation in the Oculus node, just before it is passed into the View of the renderer... also take care that order matters, you have to find out whether you want to multiply your camera movement before or after the eye.

UWG 06/06/2016 - 13:37

thank you very much!!

mediadog 11/06/2016 - 20:28

@UWG If you look in the Oculus patch, there is a "ViewAdjustXYZ" output pin that is the output of the Oculus camera tracker. Just add your XYZ position to that ahead of the Translate node.

You can do the same thing with the OrientationXYZW output pin ahead of the Rotate (Quaternion Vector) node if you want to modify the user's orientation. Just don't do either of these much dynamically unless they have a bucket handy!

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