ValveSoftware / openvr

OpenVR SDK
http://steamvr.com
BSD 3-Clause "New" or "Revised" License
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How is HelloVR supposed to be launched? #319

Open skraab opened 7 years ago

skraab commented 7 years ago

We recently installed Steam on Windows 7 and are able to calibrate Vive & run SteamVR demo. This is with a single Windows monitor connected via DVI, and Vive connected via Mini DisplayPort to one of two DisplayPorts on an NVidia GPU. I'm happy with this experience...for example, I've had multiple people run through the SteamVR demo using HMD, and I can track along on the single Windows monitor to see where they're at in the demo, or use the mouse to restart the demo.

HelloVR code looks reasonable, and I'm trying to use that to get through my learning curve (goal is to build my own VR app with industrial engineering content...)

I see two potential ways of invoking HelloVR: a. double click hellovr_sdl.exe using Windows mouse b. use Steam.exe client (bottom left) to add HelloVR_sdl.exe as a non-Steam game (is it?), and select HelloVR via Steam.exe "library" interface (either using Windows mouse or HMD & controllers).

regardless of whether I do (a) or (b), the HMD never gets any stereo...the Hello, VR "cubes" that I see in source code all go via DVI to the Windows display (in full screen mode). If I move the Vive around, the stereoscopic rendering on Windows monitor responds to the HMD, but I can't seem to get the stereo going to the HMD.

Has anyone had this problem? Am I thinking wrongly about how to get my feet wet?

spayne commented 7 years ago

I run the cubes demo all the time. In fact it's running right now on my headset and the companion window is on my desktop. Always from Visual Studio. One thing you are doing differently from me is that I gave up trying to use anything except hdmi though to the headset. Maybe it's superstition, but I'm always hdmi to the headset and use whatever hdmi,dp, minidp to my computer monitor. (GTX1070 and occasionally GT710).