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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.