VIVE Layer System

When can we expect the layer system to be implemented for VIVE?

We are working on it now and plan to have it ship with 4.12.

If you need it sooner than the 4.12 release date I’m sure we could work something out. Plus, it would be nice to get some users on it sooner.

Hey Alex,

The stereo layers(which are backed by Overlays on Steam) will ship with 4.13. You can grab this shelve from our Dev-VR branch if you want it now: 2980534. Not all options/features are supported in the UI as we are waiting on some SDK changes from Valve to support it.

Notes:
-Compression settings need to be set to UserInterface2D on your assigned texture.
-Your stereo layer component should be a child under your camera component. Set it to “face locked” to start with and offset it in the X direction by 100
-Check out the image below, the yellow quad in front of the camera is a silhouette of where the image should appear. (ignore the Live Texture option i’ve got checked)

Thanks for the update! Don’t think we can wait for 4.12 unfortunately. We would gladly take any in progress version and help QA or possibly contribute to if needed. We’re in the boat of having to write it ourselves if its not online from you guys soon. Let us know if there are any changelists we can take a look at.

Are there any updates on the progress of the Vive layer system?

Sorry for the delay. Currently the implementation for Vice doesn’t exist, but the IStereoLayer API and Oculus side implementations do. If you have access to our Dev-VR branch they were submit in CL# 2939816 and 2941672. That wont help with Vive, but if you begin your own implementation this is a good frame of reference and any bits you share back with us would be appreciated. I expect to get to it next week.

Yes! I am hoping it’s just a couple days out and am currently setting up the overlays right now. I should be able to get you a drop by Friday if that works for you. In the meantime you can use the Stereo Layers on Oculus for authoring purposes and when it comes online for Vive it should all just work. Does that sound ok? Do you have access to the Dev-VR branch? That’s where all this is going at the moment

Thanks for the update Chad! We are currently using the Stereo Layers API for Oculus and our Oculus version shipped like this. I think once the Vive version is there it should “just work” enough to get us going. Also we are indeed able to see the Dev-VR branch. I see that the work is going on there. Will take a look to make sure we’re matched up with the current layer system implementation. Let us know when there is something for the Vive and we’ll check it out.

I’ve shelved the code I am working on here CL#2947524
In the case that you guys want to take a peek. It’s not completely functioning but I think it’s close. I am currently trying to determine why my overlays aren’t showing up.

Just a quick update. I still haven’t been able to get the Overlays displaying, despite everything appearing as if they should. We actually ended up pushing back a couple of our features for the next release and focusing on polish and stability for this release(since 4.11 had so many big changes). I will help in whatever way I can but I won’t have a complete implementation for you in the short term.

Thanks for the update Chad! We appreciate it. If your latest changes are checked-in/shelved we can integrate them and see if we can help out by taking over from there. We have a ton of use cases for the layers/overlays so we can help debug. Let us know where we can look.

My latest is shelved here 2947524. Thanks

Hey Chad, we’re still struggling to get this work done - have you made any more progress on the layer system for Vive?

I haven’t but I am picking it back up soon. Just wrapped up my last 4.12 bug fix last night.

Checking back in here. This is currently blocking our Vive release. We’ve tried some work arounds but we really need to be able to render quads directly to the HMD like we do on the Rift.

Sorry, I dont have anything new for you. We got sidelined by some internal stuff and I haven’t had any time to work on this. I wish I had more but I don’t. We are still planning on implementing the feature of course

I finally got a layer to show up on the Vive. Unfortunately it only shows up if the Texture is set to UserInterface (RGBA) and when using the StereoLayerComponent with a relative offset of 0,0,0. It covers the whole screen like that…if I move it at all it disappears. Super weird. Any ideas there?

Ahh, amazing! Ummm, it may not be in the correct coordinate space. try set a super tiny offset value and see if you notice any movement. Thanks for your feedback

Indeed looks like its meters so my values are off by 100! Also looks like there needs to be some logic in here to handle the Face/Torso/World lock with

	OVR_VERIFY(VROverlay->SetOverlayTransformAbsolute(Layer.OverlayHandle, vr::TrackingUniverseSeated, &HmdMatrix));
	//OVR_VERIFY(VROverlay->SetOverlayTransformTrackedDeviceRelative(Layer.OverlayHandle, 0, &HmdMatrix));

Also looks like Z - forward, Y - up, X - right for the transform.

Now that we have something going we can go back to ADR1FT and get all our use cases worked out. Was able to get this sorted it out a lot easier in vanilla 4.12 with a basic C++ project.

Great, thanks! Yea it was all a work in-progress that got blocked by not being able to see the layer. Super glad to hear you won’t be blocked yourselves.