Hi guys,
I tested my VR game on the 3 following headsets:
- HTC Vive
- Oculus Rift
- Lenovo Explorer (Windows Mixed Reality)
I noticed the colors were really different on each platform. I started developing for the HTC Vive, so I’m trying to reproduce the same colors/brightness on the Oculus Rift and the Windows Mixed Reality platforms, which are the platforms supported on Steam. So in order to do that, I tweak the Saturation and Gamma of my Post Process according to the platform.
My problem is that Windows Mixed Reality headsets will return EHMDDeviceType::DT_SteamVR as device type if you call GEngine->XRSystem->GetHMDDevice()->GetHMDDeviceType(). So I’m trying to figure out how to know what VR headset is being used.
I found out that:
- Calling GEngine->XRSystem->GetHMDDevice()->GetHMDMonitorInfo(MonitorInfo) gives “WindowsHolographic” in the returned MonitorInfo.MonitorName variable, which hopefully is the case for ALL Windows Mixed Reality headsets. This string is obtained by querying vr::Prop_SerialNumber_String (see FSteamVRHMD::Startup() function).
- Querying the vr::Prop_ModelNumber_String like in the FSteamVRHMD::RecordAnalytics() function will give “Lenovo Explorer” as a DeviceName.
If you have another Windows Mixed Reality headset, could you check what do vr::Prop_SerialNumber_String and vr::Prop_ModelNumber_String return for this other Windows Mixed Reality headset? (so that we can make a list and have specific code for each of them)
Windows Mixed Reality headsets:
- Lenovo Explorer: Prop_SerialNumber_String = “WindowsHolographic” and Prop_ModelNumber_String = “Lenovo Explorer”
- Samsung Odyssey: ?
- HP: ?
- Acer: ?
- Dell Visor: ?