I was told by one of Valve’s developers (don’t want to name drop but suffice to say (s)he’s very high up) that OVRdrop is something “we were hoping would get made”, so it stands to reason that they built the Overlay composition system with cross-game composition in mind. However at this time I only have the models for Vive and Oculus properly aligned (the pointer direction is the same between SteamVR and OVRdrop), though I haven’t heard of any issues with the WMR tracked device models, so I assume they line up with the Vive models just fine. The same is true for OSVR and any other HMD which supports SteamVR, while SteamVR is rendering to the HMD. I cannot add native WMR support at this time as I do not possess a WMR device to develop with (not sure if WMR supports cross-game composition either), however WMR also works with SteamVR, and while using SteamVR OVRdrop will still work. If Oculus added a proper Overlay compositor I would be more than happy to natively support the Oculus SDK, but alas last I checked they don’t support cross-game composition. It’s not really the proper way to do things, which is how SteamVR is doing/allowing them in this case (IMO the proper way). I’ve experimented with it quite a bit, but I wouldn’t hold my breath. As a solo developer, I don’t have the expertise or manpower to debug that across potentially thousands of PCs, as it is inherently unstable. This isn’t an issue for Vive, even when using Revive, as SteamVR is still the one rendering to the HMD in that case.Įdit: Some software such as ‘V’ are able to do this by effectively hacking the Oculus Render Pipeline. As far as I’m aware Oculus SDK still does not support always-on cross-game overlays like OVRdrop, so OVRdrop is only visible when SteamVR is drawing to the Oculus HMD. OVRdrop is using the SteamVR APIs to draw the overlay, so unfortunately no. Originally posted by stoni:So there is no way to use ovr drop on software without steam vr ? If all goes well, you will now be able to access SteamVR and its many components and accessory applications, including OVRdrop, while playing Deisim in your Rift. Navigate to 'Compatibility' Tab along top of Deisim.exe Properties Window Click 'Properties' in system context-menu Navigate to 'Local Files' along top of Deisim Properties in Steam Right-Click Deisim in your Steam Library I am buying and installing Deisim now to provide exact instructions. This will enable Compatibility Mode for Deism, which will hopefully break Oculus SDK support without effective Gameplay or OpenVR support. These are the exact instructions for Windows 10 - at least the version I am using. Check 'Run this program with compatibility mode for:' Navigate to 'Compatibility' Tab along top of Deisim Properties Window Unfortunately it isn’t something I can fix on my end since it relies on games using the OpenVR SDK and not activating the Oculus SDK which will prevent SteamVR from rendering at all to the Rift. I understand why developers are hesitant, but if they make it a launch flag or a configuration setting there shouldn’t be any major issues. For Oculus Rift users they’ll still be able to use any game with OpenVR support, but in that case that game will properly support and use the OpenVR SDK. I’m sure it will work for other games as well, but do not have a complete list.Īll that is actually required is a way to turn off Oculus SDK support. This is known to work for several games, including ED, OrbusVR, and Smashbox Arena (the last of which which fixes OVRdrop support but unfortunately causes the game to spawn you in a weird spot which prevents you from starting the game.). If you can see the SteamVR stuff in the SteamVR Display Mirror but not the Rift, this is how you know the Oculus SDK is overriding rendering. If you can see SteamVR’s menus while using Deisim then you should be able to see OVRdrop. Locate the Deisim exe, right-click it and click Properties, enable Compatibility for Windows 7, save changes and try restarting Deisim.
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