PC SDK Developer Guide
Welcome to the PC SDK Developer Guide.
- LibOVR Integration
The Oculus SDK is designed to be as easy to integrate as possible. This section outlines a basic Oculus integration with a C++ game engine or application.
- Initialization and Sensor Enumeration
This example initializes LibOVR and requests information about the first available HMD.
- Rendering to the Oculus Rift
The Oculus Rift requires split-screen stereo with distortion correction for each eye to cancel lens-related distortion.
- Client Distortion Rendering
In the client distortion rendering mode, the application applies the distortion to the rendered image and makes the final Present call.
- Multi-Threaded Engine Support
Modern applications, particularly video game engines, often distribute processing over multiple threads.
- Advanced Rendering Configuration
By default, the SDK generates configuration values that optimize for rendering quality.
- Oculus API Changes
This section describes API changes for each version release.
- Display Device Management
This section was original written when management of the Rift display as part of the desktop was the only option.
- Chromatic Aberration
Chromatic aberration is a visual artifact seen when viewing images through lenses.
- SDK Samples and Gamepad Usage
Some of the Oculus SDK samples use gamepad controllers to enable movement around the virtual world.
- Low-Level Sensor Details
In normal use, applications use the API functions which handle sensor fusion, correction, and prediction for them.